May have found a bug re using mixing (?)
When I run the code below I get an error message for the case I'm transitioning from "running" to "standing" (see below). That is, it kind of seems that when you put in just one specific state-to-state mix value (and you want the remainder to use the default) it's not working. Seems when "running" it the from state, then the code expects to see all possible "to" states.
local stateData = spine.AnimationStateData.new(skeletonData)
stateData.defaultMix = 0.15
stateData:setMix("running", "freefall", 0.05)
Error:
---
was going from "running" to "standing" here below:
/spine-lua/AnimationState.lua:25: attempt to compare number with nil
stack traceback:
/spine-lua/AnimationState.lua:25: in function 'setCurrent'
/spine-lua/AnimationState.lua:153: in function </spine-lua/AnimationState.lua:148>
(tail call): ?
/viewObjects/gcSpine.lua:25: in function 'setAnimation'