• Editor
  • Adding new skins after import from Ps for mix and match

Related Discussions
...

Hi there,
have a question regarding the adding new skins.
Our project requires to have multiple skins for mix and match applied on one skeleton.
To have prepared all skins in Photoshop before animating is the easiest way but the creation of new skins is in progress so we need to add new skins sequentially.

My question:
Not all skins have the same amount of attachments (different parts of cloths) or they don’t have the same shape. I understand to have the same slots for every skin, for example, if there is not a hat in the particular skin, there will be a slot with an empty placeholder.

The question is: how could we add a new skin after having 5 skins already exported from Photoshop? Do we have to manually drag each attachment to the specific slot/skin placeholder?
For this case doesn’t work what you are showing in the video with goblingirl/boy as they have the same amount of body parts.

Hello Katarina! The current workflow to add new complete skins (so not just a piece like pants or a t-shirt) where the pieces differ in shape, and new slots may be added while other slots may be empty for the new skin still requires manual import of each attachment into the correct slot from the new skeleton PSD. We're working on a slightly improved workflow these days, but for now, a workflow that works is this:

  • In Photoshop, only export the new skin pieces, without adding them to a skin;
  • In Spine, drag the new slots from the newly imported skeleton to the original one (you can create a bone and parent them all to said bone to group them and make the dragging part slightly easier);
  • If there are several parts of the skin in common with an already present skin, duplicate said skin specifying the new folder path, then delete all the attachments/meshes that don't match with the new skin;
  • Replace the non-matching skin parts with the imported ones;
  • For brand new slots, parent them to the correct bones and create new skin placeholders.