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  • Is it possible to activate multiple skins at the same time?

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I want to use skin for different classes (swordsman, archer, etc) with their own cloths and equipment while at the same time I also want to use skin to apply different hair styles to characters. In the editor, I can only select one skin at a time. There is no shift select to active multiple skins at the same time. So I want to know if I am doing something wrong? or is it not possible at the current version. If not possible in editor, can it be done by code like in Unity?


Btw, I think when selected an attachment, it should have the same button [Add to skin] to have things simpler. It will then automatically add the Placeholder and assign to current skin for me.

Hello Nick! to activate several skins at the same time, pin them in the skins view: Skins view - Spine User Guide

Attachments require a skin placeholder so that the same skin placeholder can hold different or no attachments in different skins. Bones are just added to one or more skins but are not grouped under a skin placeholder, therefore this is why the two buttons are different.
Skins - Spine User Guide

Erikari escribió

Hello Nick! to activate several skins at the same time, pin them in the skins view: Skins view - Spine User Guide

Oh thanks!

Erikari escribió

Attachments require a skin placeholder so that the same skin placeholder can hold different or no attachments in different skins. Bones are just added to one or more skins but are not grouped under a skin placeholder, therefore this is why the two buttons are different.
Skins - Spine User Guide

This explain the reason why there are two different ways to assign things to a skin. However, it does not conflict with the idea to have an extra button to quickly add an attachment to current skin which would become very handy on upgrading my current characters to use skins when creating variations.


I actually have something interesting in my mind. Is it possible to have an animation key that activate/deactivate skins?
I want to use skin to control the visibility of a group of attachments instead of switch them on/off individually within a animation.
e.g. changing expression, perspective of something.