Aye, others are doing the same as you, eg for Delver's Drop.
I just had an epiphany. To do cutscenes and control skeleton draw order during animations, you would use a skeleton that only has slots containing other skeletons. This "scene" skeleton would control the draw order. Super cool! 8) Taking this further, if the scene skeleton had keys to change animations for the attached skeletons, we'd basically have an animation mixer!
Did this just now:
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This works already, the attached skeleton uses the slot's draw order, can be put in a skin attachment, etc. For drawing, the attached skeleton x/y is set to the slot's bone, so if you want to offset to you need to move the root bone of the attached skeleton. Next the attached skeleton's root bone rotation and scale is adjusted by the slot's bone world scale and rotation. Support for rendering this would need to be implemented for each runtime, but it isn't too hard (just rendering another skeleton when processing each slot's attachment to render).
I moved it to the arm for an example:
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Unfortunately there is a bit of cleaning up to do (eg, the goblin should have been animated walking as it was in the editor, but Spine didn't realize it was being exported) and I won't be able to get to it until Sunday (have a family thing Saturday). I should be working on meshes and not this, but if I can finish it soon I'd like to release it. Keep in mind that official runtime support for this would be limited to spine-libgdx. Meshes really need to get done!
We need to do some thinking about how this integrates with all aspects of using Spine, so we keep the workflow sane. Eg, now you'll likely have animations in multiple skeletons that you intend to use together. How to best organize this? Maybe the scene or "master" skeleton has an animation with keys that set the animation of the attached skeletons. This way you can pick a single animation, and when you play it all your skeletons will play the right animation. Of course, other times you'll want to control them separately at runtime (eg, a gun firing).
There is also some complexity around how the attachment loader will find the skeleton to attach at runtime.