Hi Nate,
Thank you for your answer but unfortunately we do not manage to solve our issue 🙁
I will try to explain it more precisely.
First, we do not let the animation play over time but we update its time each frame based of the position of our character.
These two animations take place when we drag the character and we need to update its animation depending of its position and not depending of time. And when the character position changes a lot, we need to switch between two animations.
In consequence, the first animation is never finished when we switch to the second one.
I have tried to apply the methods SetToSetupPose(), SetBonesToSetupPose() and SetSlotsToSetupPose() but it does not solve our issue. As I said before, our setup pose for this character is a totally different position, and so if we apply it we can see a lot of artefacts due to this pose during one frame.
In addition, we do not mix the animations, we just use the SetAnimation method on our skeleton node to apply/change the animation.
Also, a strange thing is that the solution of setting attachmentVerticesCount to zero almost solve all this kind of issues (which was the same kind of issues with little artefacts displayed during one frame when switching between animations) but not that one.
Hope this information could help you a little to figure out our problem.
If not we can try to create a sample project to reproduce this particular problem but it won't be an easy task...
Anyway thank you for your help!
Paul
Hi Nate,
Do you have any leads for our issue please?
Also, we will send you our Spine project in case you detect some problems in the animations conception.
Thanks.
Paul