Thanks, I was messing around with this a bit today and believe my issue is actually with the MixBlend. Here is what my current code looks like :
public class Blink : MonoBehaviour
{
public SkeletonAnimation skeletonAnimation;
[SpineAnimation]
public string blink, look, idle;
TrackEntry blinkTrackEntry, lookTrackEntry, idleTrackEntry;
[Range(0, 1)]
public float blinkAlpha = 1f;
[Range(0, 1)]
public float idleAlpha = 1f;
[Range(0, 1)]
public float lookAlpha = 1f;
// Use this for initialization
void Start()
{
blinkTrackEntry = skeletonAnimation.AnimationState.SetAnimation(1, blink, true);
idleTrackEntry = skeletonAnimation.AnimationState.SetAnimation(0, idle, true);
lookTrackEntry = skeletonAnimation.AnimationState.SetAnimation(2, look, true);
}
// Update is called once per frame
void Update()
{
blinkTrackEntry.MixBlend = MixBlend.Add;
blinkTrackEntry.Alpha = blinkAlpha;
idleTrackEntry.Alpha = idleAlpha;
lookTrackEntry.MixBlend = MixBlend.Add;
lookTrackEntry.Alpha = lookAlpha;
}
}
The MixBlend.Add is letting the blink animation blend with the idle animation perfectly, but the looking animation causes everything to tweak out. It seems like every feature controlled by a bone instead of a vertice is having problems.