I am wondering about the best approach to masking part of a skeleton on runtime display in libGDX. For example, given a skeleton representing the full body of a character, could a separate "portrait" view be created where only the head and shoulders of the character are shown?
The effect would be similar to what's discussed in the unity runtime here: Show the character's head in UI.
The solution in that thread mentions a SkeletonRenderSeparator, that I believe is not available in the libGDX runtime.
It seems like it may be possible to achieve this effect using the "clipping" options in the Spine Editor, but given that clipping may be an expensive runtime operation, I'm wondering if there's a less intensive way to achieve it.
Some further forum searching leads to this cryptic solution suggesting the use of some runtime code to "listen" for the drawing of a bounding box which is then used as a mask.
In purely libGDX terms, I've previously been able to achieve such an effect by drawing an Image to a framebuffer and masking it there, or using pixmap draw calls to mask the image (much like the approaches laid out in these StackOverflow answers: here and here). Would it be possible to write the current frame of a Skeleton object to a buffer and mask it as a still image in this way?