A “little” tricky question about skins.
If I want to have the possibility to have each Skin of objects/characters with the linked mesh so that a modification can be done in one go on all the skins while being able to modify a "child skin" without impacting the others if necessary, the simplest way is to have a "default" Skin with all the others Skins and that has to be the “parent”, right?
Example, if I need to have many different characters while having many different "hats", different "glasses", different "scarves", etc, the best thing is to have a "default" skin with the basic templates, animations and mesh modifications of the characters and objects, then make sure that all the other skins inherit the modifications and are linked to this "default" skin, right?
Because there, on the file I'm working on, I did it a little “randomly” (wrong, that's for sure), without paying attention to it and now I have problems such as, for example, if I delete some "parts" of some Skins, these parts are also deleted on others while I wish they would stay there, others have double parts, that kind of thing... Which is not very practical. But I know it's due to an organizational problem on my side, but so I wonder how to reorganize it in an effective way.
(If it helps you understand what I'm talking about, it's on the file I sent you for this bug [runtimes] JSON reading - null deref bug in MeshAttachment · #1284.) For example, if you look at the bone "Caps/Hairs_Patch" I have my two skins locations "Cap_Patch" and "Hairs_Patch" that I wanted to be linked to each other, because the images will not have the same names according to the characters but they will potentially have the same mesh modifications. I only managed to display one on the "CH_FoG" skin, but on the others, I have both of them and if I delete one, it deletes itself on all the other Skins... I think I really did something stupid here haha, I'm going to have to work on that again, but so I come to ask these questions to be clear, because now I'm confused and going in circles. (By the way, I wonder if this problem I made isn't the reason for the bug above... Skins that depend on several other skins or that kind of thing?)
Sorry in advance for the question difficult to understand and thanks! 🙂