I am using a 3d skeleton to render 2d graphics,
my setup is as follows, I have an upright skeleton and i am creating quads to display sprites in each part of the skeleton.
The camera is a perspective camera, pointing in a top down perspective at 45º towards the character. So far so good:
the problem arises now when there is movement of raising the arm in the direction of the camera. Since the camera is angled at 45º, when the arm is raised, it will appear to stretch down during the movement, a very awkward visual. The problem seems to lie on the position of the bone itself, the perspective does cause the hand bone to go to a “lower screen position” when animating the arm to go up
here is a more detailed diagram of the issue:
I could just fake the animation, and rotate the arm further up so that it would give me the look I need, BUT
that would mess with the animation when viewed from other angles, as you see when viewed from the side, the arm displays as intended, even with the 45º topdown view, since the major distortion only happens when the transformation occurs towards the direction of the camera
I dont know how I can solve this and I would appreciate any advice. Thanks!