Hello,
Now that we have these awesome path constraints, I really want to use them to create an animated, cycling texture that tethers two bones together in spine. Furthermore, I'd love for the ability to have the ability to create 'chain link' style textures that grows additional links and retracts as the mesh modified by the control bone is moved in the engine.
Is this something reasonable and within the scope of what you'd do with Spine?
For context, I am trying to use Spine to create spell-effect using data input by the game engine for things like pulsing ribbons of energy that track from the source into the target.
Going further,
Being able to define the position of control bones in terms of percentage of position from A to B is what Transform constraints do - awesome!
It doesn't appear to be able to use the constraints to stretch the position of the control points of the paths. To be fair, one of the challenges is that in these kinds of scenarios, you want one coordinate plane (E.g. X) to be controlled as a % of the distance from A to B while the Y axis of the effect is controlled in dependently. My plan was to just have two sets of bones (Transform constrained A-B-C-D and a1, b1, c1, d1 that controlled the Y axis).
Thoughts welcome,
-Alex