I have idle and run animations exported from Spine (3.7) and blended together using Mecanim blend trees. The Spine animations use attachment points to show/hide sprites and change the perspective as the character moves.
My setup:
Here it is while I change the blend speed from 0 (100% idle animation) to 1 (100% run animation):
The problem lies with the forward-facing fists and other attachments that get toggled on and off during the run animation. If there is any run animation at all in the blend, any layers that the run animation attaches will be visible and others hidden. This is speed 0.01 (99% idle, 1% run):
This is how the forward-facing fists are attached and detached in Spine:
Ideally, the forward-facing fists should not appear until the speed reaches 0.51, that is 51% run and 49% idle.
Instead, whichever animation is on the bottom of the blend tree controls the visibility of all attachment layers at all blends (except speed 0). If I swap the two and move the idle animation to the bottom, idle will control which layers are visible instead.
Is there anything I can do to fix or avoid this? Is it a known limitation or bug in Spine or Unity? It isn't fixed in Spine 3.8 is it?