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  • Can we have accessory skins for main skins?

Hello all!
I’m currently working on a project at a slot game studio where i need to use skins for variations on 3 accumulator pots. The pots are characters of different hues. Red, yellow and blue versions.

I figured out how to get their skins to work via linked meshes. This part makes sense so far. But i would like to toggle through 5 versions of hats for each character.

I’ve looked at Erika’s Mix-and-match file but when i click on the hat and accessory skins the figures disappear? Is there a way to have it so i can see everything the characters could wear while i rig and animate? From what i’m grasping, i can’t have a skin for hats because the bodys will disappear. Is the best way to do this to have multiple hat images in one slot and toggle its paper clip icon on/off that way?

Thank you in advance and apologies if this is a commonly answered question!

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To achieve the effect of having multiple accessory options like hats for each character without making the body disappear, you can use a combination of slots and skins. You can create a separate slot for the hats and place all the different hat images within that slot. This way, you can toggle the visibility of each hat by enabling or disabling the attachments within the slot. This approach allows you to see all possible combinations of hats and characters while rigging and animating.

Using skins for hats alone might cause the body to disappear if the skin is not set up to include the body attachments. Instead, by managing the hats through slots, you can maintain the visibility of the character's body while switching between different hats. This method is similar to the mix-and-match approach, where you combine different parts to create a complete character appearance.

You can have multiple skins visible at the same time using the Skins view:
https://esotericsoftware.com/spine-skins-view

Only one skin is "active" at once, which is the one you are editing, but many can be visible at the same time.