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Hi there, I've imported a character from Photoshop using script tags as [skin] which show up fine under the skins list in the tree in Spine. I can swap the skins by turning them on and off and visibly see them. My problem is when I bind bones to the regions or meshes they aren't controlling the other skins. When I make an animation and swap skins the bones aren't attached to the other skins. Maybe I have imported them with the wrong use of tags?
I've attached a picture of the only two folders I'm using when exporting from Photoshop which are both tagged with [skin]. Also, this is a new project.

SpiritLight7 wrote

My problem is when I bind bones to the regions or meshes they aren't controlling the other skins.

I fyou used the skins tag, this means each skin has an image exported from Photoshop, and it is placed in their own skin placeholder.
You likely created a mesh for one attachment in a skin, but you need to repeat the process for each attachment, because they are different images.

If your structure is composed of two recolors having the exact same sizes, then you can create meshes for one skin, then duplicate the skin calling the duplicate like the folder of the second skin, and ask Spine to use the path defined by the name of the skin by checking Rename attachments.
This will make a copy of your skin with meshes etc. but using the new images instead.
Skins - Spine User Guide: Skin

Additionally, you can also choose to check the option Linked meshes so that any change you may do in the future will reflect on both skins.

Awesome! It's working perfectly! The use of Photoshop tags and the rename attachments options are real time savers when combined 😃. Thank you so much Erika! You're the best!

I have another question:

I noticed the mesh icons have become linked meshes... I'm just curious to know how they managed to use both meshes and regions in the Goblins boy/girl project and retain all bone bindings and animations? I'm asking because I was able to create a separate mesh(was a region) and animation for the goblin girls torso while maintaining the walking animation using this method which is extremely useful. In this example I'm just clicking to change each skin in the tree.

Just don't check the Linked Meshes option to have separate meshes instead! However, if you can please deform the meshes through bones, don't go crazy with direct deforms!

Here's a weights guide that explains why it has more advantages to use bones to deform meshes: Weights - Spine User Guide

And here's an example of the same bone, same mesh, but different weights in different skins:
Spine: Tips: 37 weights bounciness

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Ok, super awesome tip! I did use bones on the goblin girl, but the goblin boy belly was from the example project itself. It's cool to know both options are available!

So, I just tried duplicating the skin, unchecked linked meshes and used rename attachments and it worked great! It did still copy the mesh which makes sense, but I see that I can edit each mesh to make any adjustments for slightly different sized images and even bind bones independently now while keeping the core rig controls across both skins! AWESOME! I'm guessing the boy goblin was given a mesh after the rigging and duplication of the skins because I noticed that if I uncheck mesh on the duplicated skin it removes the bone bindings.

THANK YOU SOOOOOO MUCH Erika! 😃