I'm happy to help in any way. 🙂
Regarding the transform constraints, it was more a question than an immediate need. For the moment, I've only need one transform constraint on most things I do. When I was making the UI ring (see Showcase forum) I wanted an easy way to make the cursor move towards whatever the active selected item was.
So I setup multiple Transform constraints, one for each item, then was planning to control the cursor's position by blending the transform constraints together. While test this in the editor, it was a pain to have to think-out how many constraints were going to be involved in my test and set the % mix appropriately for each, as opposed to testing by doing "100 of you and 50 of you and 100 of you" like a weighted system would use.
Not the end of the world, it was just that in most cases, Spine doesn't surprise me in how it works - and in this case it did. Maybe we should take this to another thread.
Back on the topic of the broken IK points:
And yes, I was expecting it to work like it did in the editor... but the editor doesn't display multiple tracks playing at once, so that behaviour is uncertain 🙂
As a thought exercise, doesn't it make the most sense for the transforms to position bones and controllers - then for IK to move the subsequent bones to their control points? Hmmm, I seee, then a bone that is moved by IK could never be fully relocated to its position by a transform constraint.
05 Jul 2016, 08:56
Oh - you asked me what the intended behaviour is:
The intended behaviour is that the "desired" aim angle is set on GunRotationJoint - this specifies what angle the missile will be leaving the body at.
This causes the head and chest to slightly tilt in that direction, while the arm IK specify exactly where the position of the end of the arm should be.
05 Jul 2016, 09:06
My animator said the following:
"The desired order I had for the transforms to be applied was Parent -> Child in sequence". So first the chest rotates to match the "GunRotationJoint", then the children are rotated, then finally, the IK are applied.
06 Jul 2016, 20:24
After playing around with this myself, I've concluded that while parent then child might work most of the time.... there's almost certainly a desire/need for manually ordered constraints.
In the process of getting the arm swing working, another, simple spine constraint stopped working. Cest la'vie