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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!
The text was updated successfully, but these errors were encountered:
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
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!
The text was updated successfully, but these errors were encountered: