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Hello,

I have two constraints that affect the position of a single bone called 'weapon' - this allows me to swap the position of the weapon from the back of the player to the player's hand. This works great except when I play an animation with mixing turned on then the constraints will mix from on/off and the weapon bone interpolates from the back to the hand which looks strange. Is it possible to prevent mixing on a single bone or constraints? or is there an alternate solution that would prevent this?

Thanks!

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It's an interesting use case. We don't currently have a solution I'm afraid.

You could modify the Spine Runtimes to do as you need. TrackEntry attachmentThreshold is similar. A new TrackEntry field could be added, constraintsThreshold.

Or, for a more hacky fix, you could modify TransformConstraintTimeline. I think setting alpha = 1; at the top of the method would do it.

5 days later

If you're already using multiple skins and combining them into one with the (Unity?) runtimes, then I'd just create two skins with both "back" and "hand" transform constraints already set at the appropriate places.

But if you only want to use a single skin at runtime, then I'd make two zero-frame animations "weapon on back", and play them at a higher independent track, so it's always applied regardless of the other animations.

Good ideas to explore, thanks Abelius!

6 days later

Adding a zero frame animation on a different track with zero mix time works perfectly, great idea! Thanks Abelius.

You're welcome! I have a pretty complex setup with 14+ tracks and 30+ sub-skins per model... and better not talk about their metrics. :p

Always exploring new ways of making this software crash.