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  • Combining hierarchy's into one spine file

Hello!

If you combine hierarchy's into one spine file, is there a way to adjust the draw order between those two hierarchy's?

Consider if you have a human avatar that rides in a car or on a hover board, etc. Would you be able to create the rigs and animations both in separate Spine files, then, combine them into one Spine file?

Or do you have to have everything under the same hierarchy in one file?

If the latter is true....

Is there any way around this? I could see this becoming quite complex if you wanted to have a human avatar that allows complex user customization.

Thank you!

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Hello robinsonkamron, welcome to the Spine forum!

If you need to mix the draw order between two Spine skeletons, they will need to be in the same skeleton. I'm afraid there is no way around this yet.
The Spineboy-pro project actually has a hoverboard animation, if you take a closer look at the way the project is set up, maybe you can use the same method to get what you're after. Spineboy example: Hoverboard

Hello! If your runtime allows it, you can use something like SkeletonRenderSeparator to place a skeleton in between another skeleton.
The spine-unity for example comes with it: Spine Unity Download

If you don't have this option, you could:
a. Merge both skeletons into one
b. Duplicate the wrapping skeleton so that it's both in front and below, then deactivate the slots that aren't supposed to be in front of the middle skeleton.

Each draw order list refers only to its skeleton, and the draworder can be animated. This means you can't move a slot in front of another skeletonin the Spine editor, but you can try to use the above solutions.