It's like, I have a socket called "hand", and under hand, I have the images hand1, hand2, and hand3, along with a skin placeholder called "hand". If drag those images into that placeholder, they don't get "swapped" (I'm just talking in terms of usability here). The last image in that skin placeholder just disappears.
Ok, there seem to be two ways to work with the Skin Attachments and skins.
Assume we have this Slot called Hand.
Fig. A
- [Slot] Left Hand
- [img] Left Hand Open
- [img] Left Hand Clenched
- [img] Left Hand Pointing
- [Skin PH] Left Hand
Ok, so let's say we're working only with [img] Left Hand Clenched.
Way of doing the skin assignments:
Click on Skins and the [New Skin] button.
In this way, rename the new skin, and we drag [img] Left Hand Clenched -> [Skin PH] Left Hand. It becomes like this:
Fig. B - SKIN A
Fig. C - SKIN B
Fig. C - SKIN C
- [Slot] Left Hand
- [img] Left Hand Pointing
- [Skin PH] Left Hand
- Create a skin, duplicate and rename it.
- In this way, rename the new skin, and we drag [img] Left Hand Clenched -> [Skin PH] Left Hand.
Fig. D - SKIN A, THEN DUPLICATED AS SKIN B
Fig. E - SKIN B
It disappears from the Skin Placeholder and the list however, if we drag another image, like [img] Left Hand Open into [Skin PH] Left Hand Open while it's still there. Like so:
Fig. F - SKIN B (IF IMAGE IN PLACE HOLDER WAS NOT RETURNED INTO THE LEFT HAND SLOT)
- [Slot] Left Hand
- [img] Left Hand Pointing
- [Skin PH] Left Hand
-
[img] Left Hand Open
I use method 2 since reusing image parts is useful in making different face parts. I currently want to use skins to:
-Define a skin for each basic facial expression (ex: Skin 1 with lefteyebrow1, righteyebrow1, lefteye1, righteye1, nose1, mouth1, and Skin2 with lefteyebrow2, righteyebrow2, lefteye1, righteye1, nose1, mouth2) so I can readily use them in the game.
- Define a skin for each facial part variant (ex: lefteyebrow1, lefteyebrow2, lefteye1, lefteye2, nose1, nose2, mouth1, mouth2...) then make combinations of them as new skins in game itself using the runtime. This is less visual, but also faster to type up I think.
Ah well, maybe I'm trying to explore different ways of doings, but nonetheless, being able to reuse the image parts in different skins is going to be necessary for this kind of thing.