I have a working skeleton for a character with many animations that work great in the Monogame runtime when I export all of the meshes and regions together to one atlas/png/json file combo from the Spine software. Now, I am attempting to split that character into multiple skeletons, each with a unique atlas/png/json, in order to mix and match weapons and reduce the total number of skins that will be required.
To accomplish this, I have saved copies of the of the base Spine file, one for the right_arm, left_arm, and right_weapon, and in each one I uncheck the "Export" boxes on the unique meshes and regions that I do not need for that particular skeleton. Then, I create copies of the skeleton and skeleton data in the runtime and run them at the same position.
This all worked great, except for one big problem. In the skeleton I have for the main body, the skeleton has no problem switching between images for the Body_01 and Eye_01 slots whenever a new image is keyed in the animation; however, this is not the case for the right_arm or right_weapon skeletons. In those cases, when the image in slot Right_Arm_01 changes from Right_Arm_01 to Right_Arm_02 for example, the new image is not drawn in the runtime. This is the case despite the fact that is works with the same setup for the main body skeleton slots, it works when all the elements are combined into one skeleton, and these images do show up in the spine software itself.
I experimented around for a while to try and figure out what was causing this, but really with no big development. So to ask a few questions: is there anything with my setup that should be fixed? Is there a better approach I should be taking here? Any idea on why these images are not showing up in the new skeletons?
Any help is appreciated as always.