Create a new transform constraint, as before. In the tree properties for the constraint, click the blue "nubs" for translate X and Y (or drag them straight across, but clicking is easier). Also choose whether you want to map from local or world (left Local
checkbox) to local or world (right Local
checkbox). Usually you'll check or uncheck them both.

Now the target bone moves exactly with the source bone. If you want the target to move more or less, you can change the translate mix, just like Spine < 4.3. If you set the mix to negative, it will move the opposite direction.
Transform constraint has more features now, but just doing the above gives you the < 4.3 functionality. It's a straight across mapping from X -> X and Y -> Y, mapping from 0-100 to 0-100 so you get the same movement.
For example, if you mapped from 0-100 to 0-50 then it would move half the speed. The mappings are especially interesting with Clamp
, though it can be tricky to understand.
Note there are two Match
buttons now. The one you are used to in Spine < 4.3 is in the Offset
section. It works like before, except you no longer need to set the mix to 0 before you match -- it always does the match functionality as if mix was 0.