Open blurymind opened 6 years ago
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 https://github.com/DragonBones/DragonBonesCSharp/issues/16
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!