Hi forum,
I've been trying to rig a cube to give a 3D-like effect by following the tips on the Spine website, but while I’ve managed to get a convincing deformation of the "base," I can't seem to transfer that deformation to the overlapping parts of the design I want to animate.
For example, this is the base of the box, and it deforms the way I want:

But the final composition with all the parts of the box looks like this:

And I want parts like the light panels or the corner decorations to properly follow the corners when the box is deformed. I'm doing everything with a single bone to control the perspective (the edge closest to the "camera" is fixed to one bone, and all other vertices have gradually shared weights between that fixed bone and the controller).
I've managed to get the upper corner elements to follow the correct positions during deformation using transform constraints, but the elements on the cube’s surfaces (like the light panels, the book icon, or the bottom-left protrusion) don’t deform or move properly, neither with direct weighting nor with transform constraints.
Can anyone help me with this rig? I have no experience with vertex weighting on hard-surface meshes—it’s so much easier to deform characters than boxes!
Thanks in advance!