I'd like to make skin as a set of color adjustments for slots. Is it possible to do in editor? I want to have complete skin prefabs for example for skin tones: white, black, tanned, alien, zombie and so on to select it by applying one skin to all skeleton rather than iterating and tinting externally predefined list of slots in cycle.
Probably example with skin tone is not good enough, because I can use the same grayish body parts for all tinting skins and I know how to apply color tinting to the image in the slot. Better example is coloring of random dress
one set of skins apply different dress images and other set of skins apply different colors for EMPTY slots of all outfit. Thus second pass of applying color will not override images that have been set on the first pass.
I have added image to the skin slot and then changed it's path to undefined value. Now image showed as missing but I can setup color tint for it. After loading animation data I can remove image overrides from slots of such skins. I think it's extremely ugly solution...
I have also found PointAttachment. But I think it will be no use for me because any attachments type is interpreting as instance that must displace previous slot value. So probably solution of my task lays in animations mixing...