Hmm I think I understood. So you started with the same PSD, then developed two different rigs with different animations and some bones that differ, some that are the same, but I'm assuming the proportions of your character match. Let's see... You need to:
- integrate all the images in one single skeleton.
This can be done by first getting the slots to match in names, so that Spine will recognise them and merge them for you, it also works for adding new skins. After doing this you'll need to export a json from one of the two skeletons, and import it into the other, choosing to import the data in the same skeleton as mentioned in the previos post: Import - Spine User Guide: Data
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the slots that don't match will be placed under the root and you'll need to sort them from there under the correct bones.
If I'm not mistaken this also imports the bones although I don't think it does it under the correct parents. In case it fails you can import a project, have a copy of that skeleton, and move the bones in question by dragging and dropping them from one skeleton to another. Or you can manually recreate them, depends on what is faster.
recreate missing constraints.
Unfortunately, this needs to be done manually, cause as said this feature isn't available yet. I hope you don't have over 10 constraints in that skeleton! (I'd go for importing the skeleton with the less constraints into the one that has more constraints.)
import the animations from the other skeleton.
This works if the receiving skeleton has the same names for the bones in the skeleton where the animation will be imported. It can have more bones, but for a successful import, it's best if most if not all bones names match. So make sure to rename everything nicely to have the two skeletons mirror each other. Import - Spine User Guide: Animation
(don't forget you can use ctrl and shift to select more than one)
For the ones that fail to import, you can copy the transforms and paste them: Tools - Spine User Guide: Transform copy
I think we all did this mistake of thinking it would be easier to separate in different skeletons one or more similar characters, only to regret it later. I remember spending the same time redoing it from scratch back when I started and we had half of these features, so I feel your pain! At least Spine is constantly growing and these tasks are progressively getting less hard and tedious. (back then you couldn't move things from one skeleton to another for example, or auto-populate slots) but we're getting there! Keeping my fingers crossed for you!