Based on my knowledge, parallax effects are generally not well-suited for implementation directly in Spine. They're more application-specific and better handled in your game engine or runtime environment.
For parallax effects, I recommend:
- Do parallax computations in your engine - This is easier to experiment with and allows you to combine it with visuals not created with Spine
- Use transform constraints - While you can simulate parallax using transform constraints in Spine, this approach is less flexible than handling it in your engine
Regarding camera movement in Spine:
Currently, Spine doesn't have a built-in camera function. There are requests for this feature on the roadmap, but at the moment, the simplest solution for camera effects like the one in your video would be to:
- Combine your Spine animations with video editing software (like After Effects, which you're already using)
- Use timeline-editable tools like Unity's Timeline, which allows actual camera control
- Handle camera shake and movement effects in your game engine or runtime environment
For the parallax effect you're trying to achieve, implementing it in your game engine will give you much more control and flexibility than trying to create it within Spine itself.