spawn skeletons

I’ve done some stuff  to find an issue to spawn all skeleton I need on screen, putting them into different table, doing some loop. 

So all my skeleton are display but just one is animated,  I don’t know why ( see code below here )

what the workflow to spawn different skeleton with spine in just one runtime ? It’s weird I could’nt find someting talking about it …

Runtime Corona : 

local spine = require "spine-corona.spine" local Vague = 1 local Player local SkeletonGame = {} local GetAnim local SkeletonChoice = {"Mouds","Kehops"} local AnimationChoice = {"Walking","Walk"} local LoopChoice = {true,true} local PlayerFlipX = {false,false} local PlayerFlipY = {false,false} local SkeletonLevel = {                         {Level = {1,2}},                         {Level = {1,2}},                         }                          local function DisplaySkeleton (Vague)        if SkeletonGame ~= {} then         for x = #SkeletonGame, 1, -1 do             display.remove( SkeletonGame[x] )             SkeletonGame[x] = nil         end         SkeletonGame = {}             end                         local skeletonLevel = SkeletonLevel[Vague]     local skeleton = skeletonLevel.Level --LOOP to make all the skeletons                 for x = 1, #skeleton do                            local skeletonIndex = skeleton[x]                        local json     = spine.SkeletonJson.new()               local SkeletonData    = json:readSkeletonDataFile("spine-animation/"..SkeletonChoice[skeletonIndex].."/skeleton.json")                     Player    = spine.Skeleton.new(SkeletonData)                     Player.group.x = math.random(200,1200)                     Player.group.y = math.random(200,700)                     Player.flipX = PlayerFlipX[skeletonIndex]                     Player.flipY = PlayerFlipY[skeletonIndex]                     Player.debug = false -- Omit or set to false to not draw debug lines on top of the images.                     Player.debugAabb = true                     Player:setToSetupPose()                      function Player:createImage (attachment)          local  PlayerBox = display.newImage("spine-animation/".. SkeletonChoice[skeletonIndex] .."/images/".. attachment.name .. ".png")     return PlayerBox end                        SkeletonGame[#SkeletonGame+1] = Player.group                     SkeletonGame.name = "Skeleton : " ..SkeletonChoice[skeletonIndex]                     print(SkeletonGame.name)                                       --ANIMATION STATE local stateData = spine.AnimationStateData.new(SkeletonData) local state = spine.AnimationState.new(stateData) state:setAnimationByName(0, AnimationChoice[skeletonIndex], LoopChoice[skeletonIndex],0) Player:updateWorldTransform() state.onStart = function (trackIndex)     print(trackIndex.." start: "..state:getCurrent(trackIndex).animation.name) end state.onEnd = function (trackIndex)     print(trackIndex.." end: "..state:getCurrent(trackIndex).animation.name) end state.onComplete = function (trackIndex, loopCount)     print(trackIndex.." complete: "..state:getCurrent(trackIndex).animation.name..", "..loopCount) end state.onEvent = function (trackIndex, event)     print(trackIndex.." event: "..state:getCurrent(trackIndex).animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'") end --LOOP ANIMATION ENTERFRAME local lastTime = 0 function GetAnim(event)          local currentTime = event.time / 1000    local delta = currentTime - lastTime    lastTime = currentTime             state:update(delta)    state:apply(Player)    Player:updateWorldTransform() end--]] Runtime:addEventListener("enterFrame", GetAnim)  end  end                                           DisplaySkeleton(Vague)  

                    

  Should I do like that ? Or there is an easy way to display more than one skeleton ?