To achieve different expressions for different skins in Spine, you can use a combination of skin placeholders and animations. You can create a single skin placeholder for each expression type (idle, panic, build) and then assign different attachments for each robot variation under these placeholders. This way, when you switch skins, the appropriate expression for the active skin will be displayed. You can manage the expression changes through animations by keying the visibility of these skin placeholders. This approach allows you to maintain a consistent animation workflow while dynamically changing expressions based on the active skin.