Hi Harald,
I’m at my day job right now so will have to give you a definitive answer a bit later but fairly sure my version of Spine is the most current one (3.7.91 or .92). And I’m using runtime version 3.7, the one that was updated beginning of March.
When I updated my project, I did update the runtime from 3.6 to 3.7 (when SkeletonAnimator got replaced with SkeletonMecanim.
This just seems so odd. I’m considering completely re-creating the spine file and Unity import just to see if that fixes it (maybe just do idle and walk animations to keep it quick and simple).
Harald,
Confirmed that I am using Spine 3.7.91 and unity runtime 3.7, dated 2019-03-04.
Any thoughts on what could be causing this weird thing to be happening?
I'm a bit hesitant to re-create my files but if there is no clear way forward, I may try re-making everything and see if that fixes it...
Appreciate the support.
UPDATE: Sorry for wasting your time. In working late last night, I think I was just too close to it and after investigating further just now, I solved the problem.
I removed the skeleton utility and then re-added it. That fixed the stretching.
Also, the back forearm was visible in my set up pose but for whatever reason, it got hidden during my fall animation. No idea how or why I keyed that in the animation but oh well. Simple solution that took me way too long to figure out. But anyways, problem solved.