Sorry it took me a bit to get to this. I've imported your Zrono skeleton and atlas back into the Spine Editor, then used the Preview view to check what happens if I queue zrono_right_dodge
on track 0, and zrono_get_hurt_right
on track 1. Here‘s what the editor thinks should happen:
The runtime thinks the same. So this is not a bug in the runtime, but expected behaviour. Next, I had a look at the attachment timelines in the two animations. Here they are for zrono_right_dodge
:
The PONNYTALE_IDLE5
attachment is attachment is disabled, the PONNY_TALE_BACK
attachment is made visible. PONNY_TALE_BACK
is the attachment we see in the screenshot above.
Here are the attachment timelines for the zrono_right_dodge
animation:
The animation does not key any of the two tail slots at all. This means whatever is attached in the setup pose will be used if you play this animation on its own.
However, when you mix animations across tracks, and a lower track keys an attachment that's not set in a higher track, then the lower track attachment is used instead of the setup pose attachment of the higher track. And this is exactly what is happening here.
The solution is to add attachment keys to your animations that you mix with other animations. E.g. in zrono_get_hurt_right
, I've keyed the PONNY_TALE_BACK
slot to not have an attachment, and the PONNYTALE_IDLE
slot to have the PONNYTALE_IDLE
attachment attached. Here's the result when zrono_right_dodge
is on track 0, and zrono_get_hurt_right
is on track 1: