• Editor
  • Hiding skin bone attachment in preview

Hi, i've got an eye bone with skin placeholder added to "male" skin. In theory, this bone should work ONLY if "male" skin is enabled/pinned. Other skin named "goblin" has an attachment under this skin placeholder. In Unity, it works just like i want - i have to enable both "goblin" and "male" to make eyes appear, but not in spine editor. When the only active skin is "goblin", eyes are shown in the preview window even without pinning "male" skin. Is there any way to make it work? It's really distracting, when ive got all of these attachments in the viewport while not working with it.
There is really big number of these skin bones, so i would rather not to hide these attachments in the viewport manually. "Hide viewport skin bones" hides only bones, leaving their attachment as it was. Is there something i can do to make my life easier?

Thanks for answers

  • इस पर Misaki ने जवाब दिया।
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    rexsior Hmmm, I tried to check your problem but could not reproduce the same state well. Which version of the editor are you using? If possible, could you send us a Spine project with just the data of the eyes so that we can easily see the problem?: contact@esotericsoftware.com

    I prefer to not send the project as it's job related and i don't think i'm allowed to do that, but i think i figured out what's the problem. Attachment is always displaying while its weight uses any bone that is not assigned to specific skin. This is a cause of the problem for sure, i've checked it. Is it a bug or a feature? Is there any solve for this?

    • इस पर Misaki ने जवाब दिया।

      rexsior Unfortunately, I still can't figure out how to reproduce it properly. If you can reproduce the same problem by creating a Spine project from scratch, could you please create a Spine project to reproduce the problem and provide it to us?

      6 महीने बाद में

      Hi, im back with the same trouble. Send you an email with file and quick video

      • इस पर Misaki ने जवाब दिया।
      • Misaki ने इसे लाइक किया।

        rexsior Thanks for sending us the video and the Spine project. I finally understand your problem.
        First, one very important thing: Skin bones are not used to hide attachments. It may be painful to know this fact now, since your project is probably fine to some extent, but you need to understand that your way of setting the skins is itself out of the way of how the Skins feature is intended to be used.

        In your case, you should split the skins like this:

        Head skins such as eyes can be used for any gender, but if you want different colors for a completely different shape, as shown in the file you sent, you will need a skin for each combination of shape and color.

        If you want to avoid needing a different skin for each gender, you can use one of the images as a base, set the mesh and weights to create the different physiques, add a transform constraint to the bones used for that mesh deformation, and then add that constraint to the skin. For example, if you were creating a skin based entirely on a male, you could change the position of the shoulder and waist bones to create a different physique for the female skin. However, this approach can make the skeleton quite complex, so if you want to keep it simple, it is better to use the configuration shown in the image above. I think this image is not clear enough for you, so I will email you a spine project with the skin reconfigured.