Most of my projects make use of 'bone-pathing [constrained]', but in order to have a texture warp, I'd need to use some other program to have a smooth curve. Most other 3D software include this system, so this would be a huge asset to your program. Currently I decide on the 'resolution' then calculate how many bones I'd need for it. But this system will levy this limitation, to only the necessary bones; or even just have a way of connecting 'images' to 'path's without bones, since paths already calculate in 'bone space'.
In your system, it'd make sense to have an alternative to 'Mesh', OR have a way of 'editing vertices' to connect to adjoining ones, if you wanted to use bones still; just like your 'triangles' except not just a visual.
NURBS Tool for Spine [Non-Uniform Rational B-Splines]
- Edited
I'm not sure exactly how you mean NURBS would help you out here? but NURBS is a completely different way of generating your surfaces than regular meshes. I can say for sure, that NURBS will not be implemented in Spine, the downsides far outweigh the upsides.
Snapping vertices between meshes as a feature would be doable though, but I can't say when we would be able to get to it.
Your right, that would be useful, but not what I was referring to. I was using NURBS as an example, meaning to utilize an alternative to having vertices 'straight' connect, but instead curve; in order to have less needed to have a smooth warp, instead of it looking like polygons