Added support for multiple Skin2D components.
In this implementation Skin2D objects go outside of normal bone structure but
under skeleton. In this you have to select bones that will modify skinned mesh.
Normal structure:
skeleton
  bones
    hip
      torso
  skinnedMeshes
    skin1 (Skin2D)
    skin2 (Skin2D)
Merge branch 'unstable' of https://github.com/Banbury/UnitySpritesAndBones into unstable

Conflicts:
	Assets/SpritesAndBones/Scripts/Skin2D.cs
Moved calculating weights to skeleton. Now SkinnedMeshes can be in skeleton structure.
Allow all bones to weights, not just deform bones.
Reverted using to using bone index so that vertex weights is show right.
Also deform works again.
Revert "Reverted using to using bone index so that vertex weights is show right."

This reverts commit 93b058d98fae51d973b67f1f8d5f6f069a95c1b4.
Edit AnimationToPNG instructions to include description on autodetecting Unity3D Pro.
Merge branch 'unstable' of https://github.com/Banbury/UnitySpritesAndBones into unstable
Merge pull request #1 from denvil/unstable

Unstable
Revert file order for project so prefabs work
Updated to try multiskinning, example included in scenes.
Changed Skin2D to run from Window>Sprites>Skin2D, also if a sprite is selected in the skeleton hierarchy it will skin the sprite and create a mesh using the sprite's mesh automatically.  The skin needs to be weightpainted before it can be made visible still.  Added preliminary code for generating a mesh from a polygon collider, still does not capture the uvs for the mesh properly to use with a material.
Added ability to change color to bones, and automatically color bones with name endings of L, Left, R, Right to differentiate them more.
Added Ability to create control points to skinned meshes to freeform deform the mesh without the need for bones.
Added Ability to create control points to skinned meshes to freeform deform the mesh without the need for bones.
Merge branch 'unstable' of https://github.com/playemgames/UnitySpritesAndBones into unstable
Forgot to figure in scaling when placing the control points.
Minor edits to ControlPoint and Skin2D.
Fixed PolygonMesh creation using a polygon collider by resetting the local and parent rotation before creating the mesh and using
the sprite renderer and polygon colliders bounds to figure out the offset from the sprite texture's origin.  Moved menu items for all skeletal animation to it's own tab under "Sprites".
Made Control Points multi-editable, added Weight Painter to Sprites menu, auto skin the Skin2D to the parent bone.