So, this is frustrating me.
I am running Animations animA
and animB
on SkeletonA
And I want to play anim1
on SkeletonB
after animA
. I need to do this via sp_addAnimation
. I am not using any animation blending.
You can not simply Add animation anim1
. to SkeletonB
with delay the value of animA
->Duration(). As there are no Animation on Entries SkeletonB
, it will set the delay to 0. So I set a temp Animation AnimTEMP
to SkeletonB
, when setting skeletonA
's Animations.
I thought The delay would simply be: animA
->duration - AnimTEMP
->duration.
But this doesn't seem to be the case?
I am convinced that this: [C Runtime] Add Animation with Delay Bug is a bug. But I have tried multiple code paths, with my changes and with default spine code
Whats going on?
somewhere, this fixed it self. Don't know how, but im not complaining. and it is apparent my delay code is correct. maybe... we don't use anim blending