Well.. the code is Pascal but I think it's easy to understand.
Time := Time + MoveCount * 0.0005;
if (BlendAnim < 1) and (Assigned(FPriorAnimation)) then
begin
FPriorAnimation.Apply(Skeleton, Time, True);
FActiveAnimation.Mix(Skeleton, Time, True, BlendAnim);
BlendAnim := BlendAnim + MoveCount * 0.005;
Mixing := True;
end
else
begin
FActiveAnimation.Apply(Skeleton, Time, True);
Mixing := False;
end;
if I Add this after Mixing:=True
if BlendAnim>=1 then
Skeleton.SetToBindPose;
The bug does not happens, but it seems to not mix well yet.