Hi Nate,
Been looking around webgl and rotation and so far from what I've seen, all of them need a shader program that does the rotation needs to be compiled. So Not really getting anywhere there.
Yes, I don't want to rotate the root bone because I've other uses for its rotation and it will break the character rigged because not all child bones inherit rotation and scaling 🙂. The purpose of rotating the entire character is just to quickly get them to look properly on the scene.
On the camera rotation idea, I think I can try that. Got a way for me to do that?
About the single skeleton, I got another question - I'm using one of the samples provided and I'd like to ask if the shader, ctx, and batcher - does each skeleton have their own, or can they be made to work on multiple skeletons at once?
As for the webplayer, I'll keep that in mind, but I'd like to try out some options first before I resort to it.