Hi ... wasn't sure how to title this. Still very much learning Spine. I'm using Spine to animate player-characters that can use a shared set of equipment. Currently, these are being built in one .spine file. This is how one of the characters looks with his default armor set:
In Unity, at runtime, I'm combining the base character skin (Broad, in the above screenshot), along with a weapon/shoulder/glove/etc. armor skin.
In the Unity editor, in edit mode, I'd like to be able to see this combined set of skins ... as far as I can tell there's no way to do that (is this true?). The closest we can get is selecting one of the skins, All of which only represent part of the complete character.
I figured I could hack around this by creating a single meta-skin in the .spine file that combined all these default skins ... but I'm struggling to see how to achieve that.
Ideally, there'd be some sort of meta-skin option in Spine that you could add a set of skins to ... but that doesn't seem to exist (right?).
Outside of that, looking at the mix and match Spine example project it looks like the combined avatar has been created through a simple copy/paste of the underlying skins so editing one mesh, for instance in the backpack skin, doesn't change the backpack mesh in the combined avatar.
I believe linked meshes are intended to help with this - so the creator of this file could have created a linked mesh from the backpack one then added that to the combined avatar placeholder (er, right?).
Ok, so ... I have a project with 90 skin placeholders which go into 7 skins in order to make up 1 player character. It looks like I can so something like:
- select one of the 7 skins
- filter attachments
- select all the linked meshes and duplicate them
- select all the non-linked meshes and convert them to linked
- duplicate all regions
- select my 'combined skin'
- for all the duplicated/linked items go through one by one reparenting them to the skin placeholders
- repeat all the above for the other 6 skins
... is there another way? Thanks!