I have a character with swappable head, arms, body, and legs. Bodies can vary in size, so they have different pivot points at which they anchor limbs. So it's quite similar to your video on skin bones for different proportions.
My character is set up like your tutorial on the 8 directional character, but I only have 4. So I have 3 sets of art; Up, Side, and Down facing. I have 1 slot for each body part, and each slot has 3 placeholders for each direction. But this only works for the art config - in your 8 dir tutorial, the bone structure for each direction is managed with animations - not placeholder configurations.
I was planning to use bone transform constraints to track the relative pivot points on the bodies. So for every body skin, I would move the root bone of the arms and legs to match the skin properly. However, it seems like I can only do this for one direction, since a bone constraint is applied to an entire Skin (3 dirs) and not for each placeholder(1 dir). Because I can only configure bones for 1 direction in Edit mode, and the other two directions in Animation Mode, I won't be able to use the relative bone adjustments for the other two directions, since they are not the same. The relative adjustments of limbs on a down facing body will not be the same as the adjustments on the Side facing character.
So my question is, am I able to apply bone constraints to each placeholder for each skin. Or is there another way to do what I'm trying to do? Maybe I'm better off with a different skeleton for each direction? I did this in my previous game but that was before I watched your tutorial and heard that was the more optimized way to handle multiple directional characters.
I hope I communicated that well. I don't really have a great example to show off yet since I'm in the process of setting this up while I discovered it and art is still being worked on. If I'm still not getting making it clear, I can try to whip something up.
Thank you!