For my animations, I'm using the scale property to give the illusion of depth to my sprite.
Here is my bone structure:
R_Shoulder->R_Arm->R_Weapon
The view is a pure top down view (Hotline Miami perspective). To make it seem like the character is putting the arm to his side, I scale R_Shoulder and R_Arm, but I lock the bones so R_Weapon is not scaled. (In reaility R_Weapon is scaled up so it keeps the same size). The problem is when mixing from the idle animation (with hands at the side and scaled down) to an attack position (with all the scale values at 1) the scale values on R_Weapon start to change and the image attached to R_Weapon changes size but I want it to stay constant.
My questions are:
- Am I trying to do something Spine wasn't designed for?
- Is there a way (or is it planned) to be able to click on a bone and have it maintain it's size throughout the animation, regardless of it's parents scale?
- Should I be doing a different strategy to accomplish this depth effect? Should I have mutiple assets for the shoulder and the arm, and switch the assets throughout the animation while translating the bones?
Let me know if a video would help understand the situation I'm encountering.