isn't there a getworldbounds
function for the skeleton. Im sure there is? We use the total skeleton bounds to position and scale one spine object in the centre of another spine object.
here is an example, the circle and the square are separate spine skeletons, with roots at the bottom of the respective one. We are not using bounding boxes at all.
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We have to ForceBoundsUpdate before the positioning though
We do getworldbounds
and do some math to position them in the correct place. I didn't think it was getBoundingBox()
maybe it is?
Ok, I kinda remember what we did. Because spine calculates the bounds from setup pose (iirc). when we force the bounds to update, we run through all the slots, get the world pos for the verts, and min/max it. :/
And im aware im not answering your question. sorry.