Hi guys, I've just started learning spine and I'm trying to figure out the workflow and the best way to organize assets. I have been working in After Effects for years, so I'm using AE logic to deal with some issues, which probably isn't the best in certain cases. Right now I am making animations for a GUI with many different elements, which will be later exported and sent to our Pixi dev.
1.
I have a skeleton with all my assets and a couple of animations. The issue I have is, when I open an animation, where I just want to animate one button, I can also see all other assets. Right now I have dealt with this with going into Animation mode and turning off all the attachments and makes a keyframe at the beginning of the animation. I'm guessing there has to be a better way of filtering out assets that are not needed for certain animation, because when I export the button animation, the atlas will still contain all other images. Not to mention that the animation timeline looks cluttered because unused assets have attachment keys on them.
2.
When I'm in the setup mode, everything looks cluttered. I have some images for animating in and out some GFX. I have a comet animation with a few bones within a "pre-comp" bone (AE logic) that fades in and out. If I turn of the visibility on the "pre-comp" bone all it's children are still visible, which in this case I don't want. Is there a way to turn on and off the main parent bone and all it's children at the same time?
Most tutorials I've seen are focused on rigging and animation one thing, but I haven't found one that would explain how to set up a project with "multiple things" that occupy the same space, but aren't necessarily connected. So I've been asking myself if I need to create a new skeleton/project for every asset in the game, but that doesn't sound like a logical approach. So any advice or links explaining this would be very helpful.