I mean it exactly as described, where the alpha should be fading in, it's fading out, where it's fading out it should be fading in.
it's like the values are being inverted somehow.
This is irrespective to the code I've written, it happens when I simply drag the prefab containing the animation onto the game world.
There are three animations on this object, the only part that has any problems is also the only part that does a colour-tween as part of its animation, the rest use motion and scale to handle everything. as far as I can tell, they work fine.
The material comes from a single texture sheet, the shader is the default Spine.Skeleton shader.
Turning off the skeletonRenderSeperator script immediately returns it to normal in every respect, but also disables the Z-Order mechanisms that I needed it for in the first place