Hey Guys,
Have been upgrading our project to use the new mecanim export target. Things are looking pretty good!
https://www.dropbox.com/s/07zfcnhljmhoaw5/Screenshot%202015-06-15%2017.28.15.png?dl=0
However, its looking like the exported animation clips are very large, much larger than the SkeletonRenderer runtime, and too large for it to be an appropriate solution for mobile I think
https://www.dropbox.com/s/qlvbpgdi535w1eg/Screenshot%202015-06-15%2017.32.31.png?dl=0
In googling around - I noticed that this has been a problem with Unity mecanim in general and seems to be mostly mitigated by reducing and compressing the keyframe data.
However, this appears to ONLY be a code path thats available when using their FBX importer - e.g. you cannot invoke the compression/reduction post facto on an AnimationClip.
I looked around but couldn't really find a 3p solution here - does it make sense to build an FBX exporter out of spine? It seems based on your guys latest posts you've been shifting more focus towards the SkeletonRenderer rather than Mecanim.
Also - it would appear there's a bug in the mecanim parser thats producing keyframe data for rotation timelines. Thats likely causing the bulk of the issue
In unity:
https://www.dropbox.com/s/f3zrv7kmznmayoh/Screenshot%202015-06-15%2018.00.54.png?dl=0
In spine:
https://www.dropbox.com/s/dxhhcco32gdcukx/Screenshot%202015-06-15%2018.01.45.png?dl=0