Hello Spine team,
Here are 2 suggestions(i couldn't find someone mentioning these on the forum) :
1 - a Tagging system would be amazing. That way we could quickly Show/Hide whatever is on a specific layer or using a specific tag....
2 - Quick bone structure visibility toggle : If I turn off visibility of Parent bone, it will turn off visibility of all Children(Bones AND Slots)
This could be done by Shift or CTRL + click on the Parent visibility toggle.
Here's a scenario :
I have a character with a base body. I prepare multiple Gear Sets for this character.
Each Gear Set is made out of multiple bones, slots, images and are pretty complex.
Programmatically, we display the Gear Set selected by the player on the character.
Now in Spine, everytime I want to work on a specific Gear Set, I have to activate visibility on each one of the bones and slots that compose that given Gear Set to display it and work. Then turn them off again. This means up to 20-30 objects to turn on and off, sometimes more.
That would be extremely helpful when having loads of assets to deal with within a single skeleton.
Spine is amazing, but it still needs some extra features like these to really scale up to more complex type of productions.
Like, if file referencing was possible, rather than nesting all my Gears variants under the same skeleton, I would have created a separate Spine file per Gear and reference my skeleton and it's animations within that file, parenting my Gear to the referenced skeleton. (That's powerful and is something we can do with regular 3d animation packages)
thanks !
ben