Thanks Erikari,
That's what I am trying to do. But I'm having problems with meshes. My full res character is let's say, 1300x 800. So I rig it and make basic animations in full res 1300x800. But then I need to import that skeleton into a let's say a 2048x1536 spine project to do further animations and tweaks, and that's where I have the problem.
I create all my atlas with texture packer, so it hasn't been a problem for us to create different assets sizes for different devices @2x @3X.
But I assume that if I import the full res skeleton (1300x800) and then scale the root bone down to work on the 2048x1536 comp, then when I export the json from the 2048x1536 and link it during runtime to the the let's say 44% smaller atlas that I created with texture packer, I assume it would make the assets extra smaller, because it is loading the already sized down atlas and then apply the 44% scale down I created on the root bone. Does it make sense?
That's why I am trying to import the json data by file/import data.../ -> and set scale to .44 to match the the right 44% scale image pngs folder.
I tried many times, and I think I made it to kind of work. Before exporting the son from the full res spine project (1300x800) I made the image link to go online to link it to a folder that doesn't have those images. Then when importing the json I tried with the axes set to local, and that time the skeleton loaded properly all the assets even the meshes.
I dont know if I am doing something wrong on this process or there is a bug on the way spine editor loads images with meshes applied to it, when using different scale than 1 on data import.