Hey Nate, amazing work on meshes and ffd! So much fun to play with! It's hard to believe how much Spine has grown in a year.
I'm messing around with Spine in Unity for the first time, and I'm wondering if there's a way (maybe obvious) to mix spine characters and 3D elements in a top down game. Specifically, I was thinking that I would use an orthographic camera angled at roughly 45 degrees downward, and have the spine skeleton animations perpendicular/orthogonal to the floor and facing the camera, so a spine character can move in front of or even within a 3D object which is covering the ground. The spine animation would be stretched vertically in relation to the camera, so that it appears to be uniformly scaled from the orthographic camera's view.
The problem I'm running into is that Spine offsets the depth coordinates of each bone mesh within a skeleton animation, so moving a camera into the air and then angling it down 45 degrees means that bones which are in front of the animation are seen lower relative to the rest of the skeleton than they would be if they were seen head on in the normal approach. Is there a way to have this kind of 2D/3D world, with Spine animations staying always orthogonal to the ground, and still have the spine animations appear correct? Is there some way to lessen the distance used for the depth offset, compensate for the depth offsets with y offsets for each bone, or just a better way to do this?
Thanks,
Alex