the rig the artists gave me has a mix of parts/bones/whatver you want to call them - they've turned some of them into a mesh in the spine tool, and others are not meshes (presumably a quad or something).
I'm trying to set this up for runtime repacking and it seems the scale of the textures are seriously out of sync for the non-meshed parts. The textures for the non-meshed parts appear to be 10x larger, at least. note that in the repacked skin atlas, the textures are all the correct size as well.
Any ideas here? should we just turn everything into a mesh? Is there a particular area of the spine runtime code I can look at to see where it's scaling this stuff?
perhaps the intention here is to set your individual sprites to all have a pixels per unit value set up to be scaled -just right- ?