The only way I seemed to get it working was by adding skin placeholders (which I will need anyway, since I intend to have this character re-skinned). It doesn't seem possible to do this without skin placeholders, AFAICT, which is surprising. The skin placeholder can be toggled on/off and then the key can be set.
This is all crazy counterintuitive to me. If there is a KEY dot in the hierarchy view, I expect that pressing it / turning it red means that the state of that particular item in the tree view is being keyed. Instead, that is not the case
the visibility of the slot seems to be editor-only and persistent across animations. The slot attachment is the only thing that can actually be keyed (I think) which means that the Key DOT corresponds with a UI element that is down the hierarchy...?
I would also suggest that when something is keyable, and shows up in the dopesheet, that selecting that key would give you some information SOMEWHERE about what it is doing. When I select an ATTACH yellow key in the dopesheet, there is nothing to indicate what is keyed other than trying to infer from the tree view. Contrast this with keying translation/rotation/scale, where that data is all clearly visible and editable manually in the Transform section.
I was also having difficulty because the editor was simply misbehaving. I would try to toggle an attachment visibility from on to off and it literally would not register the action. I restarted Spine and things seem to be working as expected now. This sort of thing is alarmingly common these days
I have had a few times where the editor suddenly would get into a state where it acted as if shift or control was being held down, preventing me from doing, well, anything (if you can't select bones or manipulate them, it's game over obviously). Sorry for the non-specific bug reports but I don't have clean repro cases
shit sometimes just gets weird.
I totally LOVE using Spine but my two biggest problems have always been dealing with attachments/skinning and bugs. Would really love to see more attention on existing UI, polish, and stability, rather than continued development of advanced mesh deformation features
just my two cents!
Cheers,
David