![esoteric software spine one skeleton multiple poses esoteric software spine one skeleton multiple poses](http://esotericsoftware.com/img/blog/multi-pose/skins-content.gif)
Inactive bones and constraints can be hidden so they don't clutter up the editor and tree when the skin is inactive. With skin bones and constraints the machine gun is inside the same skeleton as the character, but the bones it uses are only active when the machine gun skin is applied. I will link it here.Īs an example, maybe your character can equip a machine gun which uses bones to make spent shell casing fly out of the gun. In a few days we will release a project called mix-and-match that shows how this can work.
![esoteric software spine one skeleton multiple poses esoteric software spine one skeleton multiple poses](https://koenig-media.raywenderlich.com/uploads/2013/11/spine11.png)
This means you can use bones and constraints for a specific item without cluttering up your skeleton. Spine 3.8 (and issue #460) added skin bones and constraints, which means certain bones and constraints are only active if one of the skins they are in is active. This enables using skins for multi attachment items, body parts, clothing, etc. Spine 3.7 added a Skins view which lets you see multiple skins combined and applied at once. We have provided simpler alternative that is almost as powerful and more powerful in different ways. Skeleton instances are heavy and this would need to be done efficiently for many attached skeletons. Each attached instance has state which needs to be stored and managed somewhere, which can't be in the stateless attachments or animations.
![esoteric software spine one skeleton multiple poses esoteric software spine one skeleton multiple poses](http://esotericsoftware.com/img/tips/01-pose-tool-250px-thumb.gif)
Related, animations and attachments are stateless (and so can be shared by many skeleton instances), but skeleton attachments are not. Problems with such management can be difficult for users. Where do the attached skeletons come from? Something needs to orchestrate loading and providing skeleton instances that other skeletons depend on. There are further and more difficult complications at runtime. A skeleton could have an attached skeleton which has attached skeletons, on and on. One is that instead of just local/parent/world axes, you have those axes for the attached skeleton, modified by the skeleton it is attached to. Editing it while attached is complicated for a number of reasons. When a skeleton is attached, how do you edit it? Editing it as a separate skeleton, unattached, doesn't provide the context needed for animating it along with the skeleton it will be attached to. The idea is not dead, but it is difficult to make it work well.