Hi there
I am trying to create a rig with characters of different body size with the use of skinned constrains
example :

(characters are gray because I tint the different parts directly in Spine, to have a smaller sprite sheet)
And I want to do it without creating complex setups. For example I am trying to avoid deforming meshes.
however, I have a few concerns, regarding complexity and production time
1 / Since the constrain is just used/ not used by a skin, if I want more body type, I need to create specific constrains and bones for them (i.e. duplicate them all for the new character, then set them up correctly...). I thought that by duplicating my skin it would create new constrains, but nope... I was thinking maybe, skinning the constrain parameters, (such as the offset) would make it really helpful, what do you think about that?
2/ Another issue I am having is bone length. I don't know how to adapt bones length automatically
so, this is how it looks if I setup my bones with the bigger character, and then select the skin of the smaller character

I have tried to create other constrains to replace the elbow

but since the upper arm bone is too long, this obviously doesn't work as I expected

Any idea on how to fix this ?
3/ the other workaround, (and I discussed it already here : http://fr.esotericsoftware.com/forum/point-attachment-and-child-bones-9883 is to create a setup animation, with one frame, that would correctly place all the bones how I want them. However it is not possible to change a bone length.
I wish it could be done directly with skinning, since this is what skinning is for 🙂
thanks