We just evaluated Spine 3 for use our game, and it looks like we will be unable to upgrade to it until the transform constraints are implemented for scale and rotation as well. At present, our rig places multiple bones as children of bones controlled by an IK chain; this no longer seems to work in Spine 3.
This restriction would be fine, I think, if we were able to constrain these bones to the bones of the IK chain, and might actually be a great way to switch back-and-forth between IK and FK animation data. For now, though, I think we are stuck using the problematic Spine 2 scale/flip system until scale and rotation transform constraints are implemented.
Does this assessment make sense to you, or am I missing another way to do what we need?
Thanks!
Is there any timeframe for when this feature might come into existence? We would love to switch over to the Spine 3 as soon as possible to have access to the latest and greatest.