Ok, I was on the right track, is there any reason why this would not work then?
Again the hierarchy in spine goes like this: Slot/skin/attachment
Spine.RegionAttachment attchmnt = (Spine.RegionAttachment)mySkeletonAnimation.skeleton.GetAttachment("slotname", "attachmentName");
Then I could use
attchmnt.X and attachmnt.Y
Is this right? cause it ain't working for me.
And it looks like the problem here is the cast to regionattachment, is it normal that a cast from an attachment to a regionattachment fails?
Further reading on the documentation lead me to think that regionattachment are accessible only when creating a new attachment, in my case the attachment already exists, it's not being loaded/created... any way to get the attachment's position in this case?
To be precise the problem I'm having is that the bones are not animated at all in here, we use the slots to hold skins, and swap skins to reposition meshes, which have different positions(ffd offsets) in each skin.
My problem is getting the offset or position of the mesh in this hierarchy.
bone/slot/skin/mesh
So I guess that what I would need... finally... is to get the vertex information for that mesh... with that the position could be averaged or something... anyway, it all leads to regionattachment again.