Pharan escreveuIt's not a bug. This was by design.
Though I suppose it would be a valid complaint about the design.
I guess one could make the argument that nobody would really rely on this type of scale inheritance.
This was brought up before and I vaguely remember this being an order of operations issue, and that the alternative had some drawbacks of its own. Can't really remember the details, or if I was remembering something else.
really?
If true, that's too bad...
I don't know what benefits can bring it by this design~~ 🙁
I know this brings a lot of trouble,
for example, I want a special effects animation: flip left to right , then right to left ,then left to right...etc..
I can't do anything in this design, but it's easy to do it that I just setting scaleX(-1) to rootBone when normal design
and for another example, I want role can be dynamic stretching by Y axis, I can't do anything in this design, but it's easy to do it that I just setting scaleY to rootBone when normal design
at last,we just want spine animation like a "animation" , just like most of other Animation Editors, just like normal matrix transformation in cocos2-d,cocos2d-x,or other game engine :*