I'll jump right into it. I am a new user to Spine so you'll have to forgive some of my ignorance and terminology.....
I have a square where each side animates with some fire and smoke sprites added to quite a few bones. Sometimes we want one side of the square to animate. Sometimes 3 sides which will then be offset and duplicated in code to make a rectangle. Sometimes a combination of these will be used all over the screen to create a matrix/grid etc.
Each side of the square has it's own hierarchy so I can turn them on and off.
They are all under one skeleton.
There are 4 animations in the scene; top, right, bottom and left.
I only want the right particles to play when the right animation is played, bottom particles when the bottom animation is played etc.....
I can key the transparency channel in each animation to turn off the sides of the square I don't want to animate. But the engineer said this doesn't work because when he plays multiple animations at each time e.g. the top and bottom, there are keyframes for the same bone in both animations and it gets confused.
I can take out the keyframes for all items that I don't want to animate but then they all just sit there when the other sides animation is playing.
I have exported them as multiple skeletons, which kind of works, although it makes multiple json and atlas files, even though they are identical. The engineer can manually rename stuff in code, but I am not sure that seems the most efficient. I predict this is the way to go, but it would be good to know from you guys who are way more experienced, how you would go about this issue.
Cheers!
Ed