Thanks for taking the time Erika!
You got everything in the summary except one of the most important parts:
- you need to deactivate slot and attachment visibility
- The correction is: I need to be able to differentiate whether I'm selecting the slot or attachment at a glance.
Hiding bones doesn't solve a problem at all. If anything, it only makes things worse as the work gets more involved. The wrong bone sets that are similar to each other get hidden so the wrong set gets worked on. The issues are rooted in the lack of clarity between toggling slot visibility (which cannot be keyed and affects default visibility) and attachment visibility (which can be keyed, but cannot be chain selected via shortcut or chain selection).
Often, it's necessary to use the filter set to just slots and bones without attachments because I actually just want things to be not visible for comparison rather than not visible as a keyed function. Additionally, selecting all children of a bone doesn't select the attachment, which is what I need to select more often than a slot in order to swap assets on frames.
So until slot and attachment selection becomes more clear and available, I have to use the move and replace method of animating complex characters. Keep in mind too, I'm working on characters with upwards of 100+ slots. At that point, shortcut keys and selecting the proper assets in a bone chain predictably become critical.
Another suggestion to speed up your work is this:
You can select the first bone of a long chain of duplicates, then right-click its visibility dot in the tree. This will hide the bone and all of its children, as well as turn off the children slots. To reverse it, simply right-click that bone again!
This would solve my current problem if it also toggled visibility on the nested attachments (not only slots) and keyed them. Currently it's more of a trap as there's only the illusion that it's keyed
until I go back over other animation sets to find a ton of blinking asset chains which take hours to track down and select individual attachments, set their beginning and end keys in 10+ animations as well as fix the spots that were keyed in error because it was just toggling a slot.
Spine already has a way of copying transforms:
Tools - Spine User Guide: Transform copy
Thank you, however this is also not so good because it's about as many extra steps as my current method of selecting the bone, setting scale to 1, transforms to 0,0 to place the parented object where I need it.
It'd be a huge help to be able to be able to select the top parented bone I need to move, press a shortcut button, and select where I want it to jump without needing to override what's in the clipboard to do it.
Just a thought regarding the slot/attachment selection clarity - Toonboom uses an alpha over assets when selecting them and depending on whether you're altering the 'drawing'(attachment) or the 'Peg'(slot), the bounding box is a different color. Purple for attachment, Green for peg. An indication like that might be an easy enough way to add clarity