Yes, it is possible to achieve the effect you are looking for by using a combination of mesh deformation and bone rotation. Here are the steps you can follow:
Separate Control Bones: Create separate bones for the head, eyebrows, mustache, and beard. Ensure that the head bone controls the overall 2.5D rotation of the head.
Mesh Deformation: Convert the mustache and eyebrows into meshes. This will allow you to deform them during the animation. You can bind these meshes to both the head bone and their respective control bones (eyebrows and mustache bones).
Binding and Weighting: Bind the vertices of the mustache and eyebrows meshes to both the head bone and their respective control bones. Assign weights to the vertices so that the parts of the mesh that should follow the head movement have higher influence from the head bone, while the parts that should follow the mustache and eyebrows bones have higher influence from those bones.
Physics Bones: For the mustache and beard, you can add physics bones to simulate natural movement. These bones can be influenced by the head bone for overall movement and by their own control bones for detailed movement.
Transform Constraints: Use transform constraints to ensure that the bones for the mustache and eyebrows follow the head bone's rotation and translation. This can be done by setting up constraints with appropriate mix values to achieve the desired effect.
Here is an example of how you can set up the constraints and weights:
- Head Bone (controls overall 2.5D rotation)
- Eyebrows Bone (controls eyebrows)
- Mustache Bone (controls mustache)
- Beard Bone (controls beard)
For more detailed control, you can refer to the Mix and Match example which demonstrates how to use multiple bones and meshes to create a 2.5D effect.
Additionally, you can check out the Spine User Guide on Meshes and Weights for more information on how to bind and weight meshes to bones.
By following these steps, you should be able to achieve the desired effect of controlling the mustache and eyebrows through their own bones while also allowing them to deform with the head rotation.