• EditorBugs
  • Bone is active but it is under different skin

I see a bone is active but that is inside different skin.

Restarting the spine does not help
version 4.2.36

Description is in 1m video

    warmanw Perhaps you have unchecked Hide skin bones and constraints in the view settings of the tree view?:

    For bones under inactive skins, the bone name and icon are slightly dimmed.

    Regarding the behavior you mention later in the video, where bones are added to skins other than the active skin, they can be added to skins that are not active in that way, depending on which skin the child bones belong to. When this happens, a toast message is displayed in the viewport as follows:

    This is an automatic process for resolving skin dependencies, but I thought there might be cases where it simply belongs to an unwanted skin. Was this behaviour the unwanted case in your case?

    When you get a toast that additional things were added, Spine uses an extra undo state to do so. If you undo, it will undo the additional added things, but the item you originally added to the skin remains. You need to undo again to remove that item, too. So, if you don't like the things were added automatically, undo once.

      more video 😃

        Nate this is actually very deep and cool info thanks! more!

        Looks like there is a bug. Can you post or email the project file?

        More? More?! I don't know but I'm sure there's something!

        warmanw Sorry for the delay in confirming this! As for the former, I think there is a bug in the timing of the tree view bone name display update, so I have created an issue ticket to fix this:
        EsotericSoftware/spine-editor842
        Thank you for reporting the issue!

        As for the latter, it is indeed a little confusing, but I don't think it's a bug, because even if the scatter_main bone doesn't belong to the wild skin, the child bones of the scatter_main bone still belong to the wild skin, e.g. scatter_frame_gl, so if the name of this bone also becomes dimmed, it will be hard to tell that there is an active bone in the child bone, so I think it is desirable for the name of the scatter_main bone to remains clear when the wild skin is active.
        In fact, this does not happen with other skin combinations. For example, if you add scatter_main to the wanted skin and then immediately remove it from the wanted skin, scatter_main will immediately become inactive.
        It might be possible to prepare a special indication to show that there is something in the child's bone that is under the active skin, but at the moment I can't think of a good idea.