I have a death animation where the sprite falls to its knees, then flaps down on its face. I use the origin to shift my spine animations rotation so that its flat on its face when it is dead.
The problem is that when I flip the sprite with scalex in unity this also effects the rotation of the animation (due to it effecting the origin). So now instead of being flat on its face, its upside down looking at the sky and flipped.
I assume this is a intended behavior so my question is how I should go about translating an entire object so not to be effected incorrectly by the scale x change.
Would adding a core "base bone" to the root and then binding everything to that be a more optimal solution?