Hey all, I'm wondering if i can get some things cleared up before I dive in and start trying to figure this out on my own:
In my current project, my aim is for the main character (armature) to be customizable. I'm also hoping to exclusively using dymanically rasterized vector assets via DMT.
the problem that I am anticipating running into is, some of the slots on my main character armature are populated with weighted meshes. and, i would want these meshes to use different points with different weights based on which texture (e.g. a messy mop hairstyle vs a ponytail). So, as of now i'm just not sure exactly how that works.
From what I have seen, one way to use textures from DMT with dragonbones is you simply populate the slots of the armature manually, instead of calling the built in methods in the factory. basically setting your custom display object as the display for each slot. But swapping the hairstyle mesh's texture in this way would, i think either keep the same weights with the same coordinate points... or no longer behave a mesh altogether?
While designing the armature in DragonBonesPro there is functionality to have multiple images/meshes in one slot and toggle which one is active. can I utilize this functionality, while also providing my own textures? as in, design the meshes all as options for a slot, and swap out which mesh is active in that slot, but for the actual texture over that mesh, swap with my own?
Or, should I just use the dragon bones API and functionality all as is, except somehow try to parse the texture atlas from DMT's cache instead of exported texture atlas from DragonBonesPro?
Thanks in advance for anyone's help!