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Skins

Skins allow users to select different variations of character parts (like different eyes, hairstyles, or clothing). To enable this functionality, you must organize your skins using a specific folder structure and naming convention in Spine Editor.

How Skin Groups Work

In EmoteLab, skins are organized into groups. Each group represents a category of parts (e.g., "Eye", "Hair", "Shirt"), and each group can contain multiple variations (different options users can choose from).

Example:

  • Group: "Eye"
    • Variation 1: "Eye/EyeOO"
    • Variation 2: "Eye/Eye=="
    • Variation 3: "Eye/EyeDum"

Users can cycle through these variations to customize their character.

The skin name will not be shown in the UI. Only the group name will be displayed. In the example above, the user will see < Eye - > (when eyes are turned off), < Eye 1 >, < Eye 2 >, < Eye 3 >.

Skin Group Types

Skin groups have three types that control their default behavior. You can specify the type using a tag in the folder name. Tags are case-insensitive, but spelling must be correct.

Group Type: Required

Tag: [Required]

Behavior:

  • At least one part must always be active in this group
  • The first part (alphabetically or by order) is active by default
  • Users cannot turn off all parts in this group
  • If the group has only one part, users cannot disable it

When to use:

  • Essential parts that the character must always have
  • Examples: Eyes (if your character needs eyes), Body (if your character needs a body)

Group Type: DefaultOn

Tag: [DefaultOn]

Behavior:

  • All parts can be turned off, but the first part is active by default
  • Users can cycle through parts or turn them all off
  • Starts with a part active when the model loads

When to use:

  • Parts that enhance the character but aren't strictly necessary
  • Examples: Hair (character looks better with hair, but can be bald), Basic clothing

Group Type: DefaultOff

Tag: [DefaultOff] or no tag (default behavior)

Behavior:

  • All parts can be turned off, and none are active by default
  • Users must explicitly enable parts if they want them
  • Starts with no part active when the model loads

When to use:

  • Optional accessories or decorative items
  • Examples: Hats, jewelry, special effects, decorative items
note

If you don't specify a tag, the group defaults to DefaultOff behavior.