Hello. This is a bit of a strange question / request so I'll start with my problem.
Whenever I play back an animation in the Spine Editor, I see it as though it was played from the Setup Pose as a starting state. However, once I'm playing it in game and there is a history, the animation plays from whatever state the skeleton was in before. Our solution for this is to put keyframes on the first frame of every bone and slot of our "full body" animations.
This is pretty tedious and we spend a ton of time looking for animations bugs that are basically of the form "Animation X doesn't have a keyframe on bone Y and so if you play it after Animation Y, some effect of animation Y (ie. character is rotated or scaled) persists in Animation X"
Is there any way that we could mark an animation as "Full Skeleton" or something like that to bake in the setup pose into all the unkeyed bones and slots for the first frame of the animation? It would be a lifesaver.
In a related question, is there any way for me to write a post process script to handle it myself?
Note: I know SetToSetupPose exists, but I still want to be able to use blending between then animations.
Thanks!