tali a écrit
In the game I'm working on - rather than making different skins for diff characters (like goblin / goblin girl), I need to make just one character with interchangeable parts - different heads, torsos, arm & legs.
So - should I just make one skin, with all the images attached to each relevant slot? (ie. head slot > head 1, head 2, head 3)
No, you should have a skin for every interchangeable part, I know some people have the skin grouped by a theme or style, and then they are able to load via code just the selected part. You can also start with having a complete skin with different parts in it and you separate them later. (by different parts I mean a head and a shoe, not two heads, two heads should go into two different skins if they look different and are not a different angle of the same thing)
tali a écrit
Certain body parts also have unique animations. For example, certain arms will have unique animations that only those arm parts can do. So, I don't need to duplicate certain animations for ALL arm parts.
Any tips on the best way to set this up?
If the animations are just different but don't require extra bones, then just make the animations, you can simply not select these animations via code later on in your game engine.
If they are so different they need extra bones, try to keep the bones to the minimum, if possibile to reuse some bones, and maybe favour point bones and attach meshes to them, because they clutter the space way less.
It doesn't seem to be your case, so it shouldn't be a problem (: