Changed the way control points are named now uses the skin name as a prefix.  You can use the "Reset Control Point Names" button in the Skeleton component to rename all the Skins' control points to use the new naming scheme.  The AnimationHierarchyEditor script can automatically remap the new names for the animation clips for you when you select them in the Inspector.  It only does this if it cannot find the control points in the animation clip.  Made the flipping use instanced materials rather than the shared materials so using Z sorting and Shadows does not affect all of the renderers in the scene.  Also instanced the shared mesh in Start for Skin2D so changing the control points does not affect all instances of the shared mesh.  Added Undo to flipping Skeletons, Bones, Use Z sorting, or Use Shadows, you can also use the buttons to create keyframes in the Animation editor.