Barry a écritFor example, in Cocos2d, I should be able to set the position and anchorpoint of the AnimationNode just like I can any other node and the skeleton should work like I expect. So if I set the anchorpoint to 0.5,0.5 and then set the position of the AnimationNode to the middle of the screen the skeleton should be centered on the screen.
Sort of. A skeleton doesn't have a (meaningful) center, since it is animating and (almost always) changing size. You need a reference point in the editor so when you place your character it is relative to that point. Eg, typically with a standing character you want the reference point between the feet. We are discussing whether this reference point should be 0,0 in global space or the root bone. There won't be any special nuances you have to deal with, have a little faith. :*
terryhau a écritWhen i say 'Flipping around the axis that is local to the skeleton', i meant, the axis that you see in the spine editor. IE, if you placed your root bone, 5 units to the right of the origin in spine editor, at run time it would flip around the point 5 units to the left of the root bone no matter where it was positioned.
The axes you see in the editor are 0,0 in global space. The root bone is positioned in global space, this is why flipping global space messes up where you have positioned the root bone.
Do you mean just giving the skeleton a position attribute?
Yes. I think this is the best way to handle it. The two options are not so different, but this option is slightly more efficient. It is basically what you described. Giving it a go right now.