Hello!
Yes, there are ways to control images or slots using constraints in Spine, which can help simplify the process of creating the illusion of 3D rotation.
Transform Constraints: You can use transform constraints to control the position, rotation, and scale of bones, which can indirectly control the images attached to those bones. By animating the influence of these constraints, you can achieve the desired effect without manually keying each image.
Skin Constraints: Skin constraints can be used to switch between different sets of constraints based on the active skin. This can be useful for changing the position and rotation of bones to match different poses or orientations.
Slider or Joystick Controls: While Spine does not currently have built-in slider or joystick controls, you can simulate this behavior using transform constraints. By animating the mix value of a transform constraint, you can create a slider-like effect that controls the position and rotation of bones.
Automated Attachment Switching: You can write custom scripts to switch attachments based on bone rotation or other criteria. For example, you can use a script to change the attachment of a slot based on the rotation of a specific bone.
Here is an example of how you might use a script to switch attachments based on bone rotation:
float headRotation = skeleton.findBone("head").getRotation();
if (headRotation > 90) {
skeleton.setAttachment("head_slot", "head_90");
} else {
skeleton.setAttachment("head_slot", "head");
}
This approach can help reduce the amount of manual keying required and make your animations more dynamic and easier to manage.
For more detailed advice, you can refer to the following resources:
I hope this helps! If you have any further questions, feel free to ask.