This is what I’m looking for. I achieved this with vertex parenting but this is not a valid option as it does not translate to Unity. https://streamable.com/wsxgh
Here’s a quick mock up of the issue. https://streamable.com/g27pu
I colorized it so you could see how the “buttons” deviate from their intended position.
It’s clear to me that the rig is the issue but I don’t know how to structure it. Do I need 7 spine bones with linear horizontal weights to match the buttons? example: https://streamable.com/5wnqu
This seams like a poor way of doing this.
Any advice is appreciated.