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Ability to mix two animations in the runtime #8

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blurymind opened this issue Nov 21, 2017 · 1 comment
Open

Ability to mix two animations in the runtime #8

blurymind opened this issue Nov 21, 2017 · 1 comment

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@blurymind
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blurymind commented Nov 21, 2017

For example to play a different shoot/hack animation clip on the upper half of the body, while the bottom half is walking or running- ability to trigger two animations independently via player input is key.

The blend method can only be used for transitioning.

The feature seems to be completely missing/is undocumented at the moment, while spine2d and dragonbones have it - both documented and demonstrated!

@blurymind
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blurymind commented Jan 23, 2018

Dragonbones runtime does this via animation mixing using layers (normal weighting) and groups (additive weighting)

Example:

Armature.Animation.FadeIn("Shoot", 0.05f, -1, 0); // a shooting animation that plays in loop (-1)
Armature.Animation.FadeIn("Kick", 0.025f, 0, 1); // while shooting, he also kicks in one round. Not sure if that 0 plays once though, but I hope you get my point :D

Their runtime is badly documented in english, but has many features
DragonBones/DragonBonesCSharp#16

@blurymind blurymind changed the title Ability to mix two animations Ability to mix two animations in the runtime Jan 23, 2018
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