- Edited
As a side note: disabling inherit scale has the downside that you can no longer squash your whole character with scale.
the relative position of his leg attachments and the leg bones of the skeleton is not correct.
I don't understand the problem. Attachments coming from a skin are positioned separately from other attachments. You should be able to have transform constraints in a skin to move and scale bones, then you can still place your attachments in that skin as appropriate for the new positions and scale.
Can you show the problem with an example project? For example, here is spineboy with a tall
skin:
https://n4te.com/x/9913-spineboy-pro.spine
should I create a separate skeleton for each character, keep the key nodes of the bones with the same names, and reuse animations through animation import
It would be much better to avoid duplicating the animations. While you can import animations across skeletons, you end up with 2 of the same animation. You need to redo the import to keep them in sync. It's extra work and easy to forget.
The runtime solution I mentioned might be better, though let's continue discussing the skin bones/constraints way of doing it first.