Hello! I've been a user for Spine for years but is just now trying to lock into using skins as the game I'm working on wants to implement a cosmetic system.
I've combed through some existing threads on the forum, some that are partially applicable, but none that helps me understand how to proceed with my endeavor.
I understand that skins use placeholders that allow slots to call attachments. Your example file of mix-and-match does a wonderful job of expressing how bones can be assigned to multiple skins.
The condition I need is for this character (and potentially more) to have any combination of say, a hat, a mask, and a cape. I see in your example file that although I can toggle skins to look at accessories in isolation, it seems that there are really only 4 full skin types being boy , girl , girl-blue-cape and girl-spring-dress .
How would I, for example, change girl have to have boy backpack? Is there a way to have overlapping skins at run time? I'm an animator who is still learning the engineering side of Spine so I'm not sure.
To give a target outcome with our game in mind: A user could choose to have our Cat character with a beanie and glasses, or choose to keep the glasses and switch out for a cap. With my limited knowledge I would make skins such as cat-glasses-beanie and cat-glasses-cap . I feel that the scope of this would explode doing it this way so I imagine there has to be a better method.
Thank you for taking the time to digest my issue and for future guidance. Let me know if I need to provide my specifics!