Btw regarding the lack of any kind of Z depth-
I managed to find some bone position commands but these only have X and Y. This shows you haven't really thought about the whole gamut of uses for spine. I can present a pretty superb reason why we need bones to have a Z component. For example:
- you have 10 characters
- you have 20 weapons, half of which tuck under the arm like assault rifles or bazookas
This makes it entirely unfeasible to add all the same weapon images to 10 different atlases, it just blows all atlases up twice as big for the sake of a lack of being able to define a depth to a bone or layer.
I was thinking - perhaps it's possible for me to retrofit this data. For example, when it loads, I could modify it so each bone Z is multiplied a tiny bit by it's layer, ie *1.001, and this should, if I add the right kind of data to spine C, give me the ability to slip a quad under his arm (which is all I really need to do).
This sort of thing (specifying a fixed Z) is also useful if your character wants to do anything else remotely interactive too such as stab an enemy or ride a horse.
Please advise me where I can look to solve this problem as its one of the actual reasons we purchased spine - to be able to attach things to other things - however I just can't work out how to slip objects between without it being part of the same skeleton (which isn't realistic for us, ie adding an entire invisible horse to each character?!)
Am I right in guessing that you already have a tiny bit of z depth between them, or are you using winding order? If you already add a little depth between them, is that exposed anywhere so I could manipulate how much apart each chunk is, perhaps layer 0 is at 0 and layer 1 is at 0.001, or such - just thinking out loud here 🙂
Thank you for your patience.