This is my first post so hello and thanks for having me
We have [bone] tags for groups as a way to set bone information in Photoshop which is handy. The trick part with setting bone locations is that it will find the middle of the first item of the group and use that for the bone location of that group. You can A: mess with the alpha of that object to add or remove white space, or B: set a dummy object at the top of the group to set that location, but this leaves us with two separate issues. The additional alpha may be trimmed away but you'll still need either 1% transparency in the alpha which defeats the purpose of auto trimming the Alpha.
With Option B: the user has far more visual aid as to where the bones are being positioned, you can place down a visual marker and duplicate that into each group which is timely, but much more precise and clear.
The problem with even that method is that you then need to manually name, manage, find and disable those from showing in the final output. It's not that way for [ignored] items but those are not used to determine bone positions simple to to not being used at all in the process.
So my question is why can't we just have a tag that does this: 'ignore, but still use as a marker for slots and bones' So my feeling is that Spine really needs a [mark] tag.
I feel like interoperability between spine and photoshop/krita/affinity should be the absolute top priority until it's a smooth experience to update over to spine. Right now, I do the thousand yard stare at anyone who requests for me to update things from PSD to Spine. I tell them we need a lot more time because we must simply start the entire rig and all animations from scratch as it's THAT much easier than adjusting an existing rig from this senior artist's perspective. The more options to reduce re-doing things from scratch the more I can be motivated not to jump across to COA and simply change it to do what we need.
Kind regards,
Simon.