• RuntimesUnity
  • New Spine model blends incorrectly in Unity

Hi, I'm experiencing a strange problem with a new Spine model in Unity using the Animator's Blend Tree (2D Freeform Cartesian).

I'm trying to achieve smooth interpolation between animations, but with this new model, the blending behaves incorrectly.

In previous models (two different ones), the interpolation works perfectly and smoothly.

With this new model, animations start blending smoothly, but then jump abruptly to another animation or get pulled unnaturally by other motion clips.

I'm using Animator Override Controller, and the script & Animator setup is exactly the same.

The animations are using the same bone structure, and there's no major difference in the rig.

I've checked the keyframes, import settings, and curve settings in Spine, but nothing stands out.

Does anyone have any idea what might be causing this issue? Could this be something related to how the new Spine model was exported or structured?

Thanks in advance!

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The issue you're experiencing with the new Spine model blending incorrectly in Unity could be related to how the animations were exported or structured. One potential cause could be the "Animation clean up" feature in Spine, which removes keys identical to the setup pose unless the animation is marked as "Layered" in the Spine Editor. This can affect how animations blend, especially if multiple tracks are involved. It's recommended to keep "Animation clean up" disabled unless you're using only single-track animations. Additionally, ensure that the animations are correctly configured to play on the same track when they animate specific bones, as playing them on different tracks can lead to unexpected blending behavior.

@Vein If Animation above does not resolve your issue, could you please share the Inspector settings of your SkeletonMecanim component under section Mecanim Translator? Please note that unfortunately in general SkeletonMecanim also requires some additional keys at the first frame (compared to when using SkeletonAnimation's AnimationState) as described in the documentation here. Perhaps your other project which behaves as intended has these required keys set while the problematic one does not.