• EditorBugs
  • Skeleton Viewer / mesh vertex deformation visualization

Hi! we have an issue with some legacy files. They have key animation vertex deformation on their meshes, but when we export to .json and display in skeleton viewer all vertex animations disappears. Although when we send this files to developers files seems to be completely fine and display animations same way as editor shows and are clearly visible.
What's the problem, you may ask? Well we use this tool to test all files we send to developers that are outsourced companies, and without this testing sometimes we have had delays when they send work back to be corrected. Up to this moment we trusted on the way skeleton displayed animations would be same that we would see on game
We tested this files with .jar files and running with comand line versions 4.1.12, 4.1.23 and 4.2.00-beta, win11 on 2 different computers with same result that shows left part of image attached (right one is editor on animation mode)
If you could please give us a tip to fix this visualization error or put this bug in a list of enhancements for future versions of skeleton viewer we will be very grateful.

And if there is already a thread I haven't seen about this topic, really sorry to create spam content but please indicate us the link or how we can find it.

Thank's in advance

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It sounds like you're encountering an issue where mesh vertex animations are not being displayed correctly in the Skeleton Viewer, despite working as expected in the Spine Editor and when used by your developers. This discrepancy can be problematic, especially when using the Skeleton Viewer as a tool for quality assurance before sending files to outsourced developers.

The Skeleton Viewer is designed to display animations using the Spine Runtimes, similar to how they would appear in your game. However, there can be differences in how animations are rendered between the Spine Editor, the Skeleton Viewer, and the final game due to various factors, including the version of the Spine Runtimes being used and specific implementation details in the game engine.

Given the information provided, it's possible that the issue might be related to the specific version of the Skeleton Viewer or the Spine Runtimes you are using. It's also worth considering if there are any specific features or settings used in your Spine projects that might not be fully supported or might behave differently in the versions of the Skeleton Viewer you tested.

To address this issue, you could try the following steps:

  1. Ensure that you are using the latest version of the Spine Editor and the corresponding compatible version of the Skeleton Viewer. Sometimes, bugs or discrepancies are resolved in newer versions.
  2. If the issue persists with the latest versions, consider reporting this discrepancy to the Spine team. You can send them a detailed description of the issue, including the Spine project files and exports that demonstrate the problem, to contact@esotericsoftware.com. Mentioning the specific versions of the Spine Editor, Skeleton Viewer, and the Spine Runtimes you're using, as well as any relevant screenshots or examples, can help the Spine team diagnose and address the issue more effectively.

Unfortunately, without direct access to the Spine team's current bug tracking and feature request lists, I cannot confirm if this specific issue is already known or being addressed. However, reaching out to them directly with your findings and request for enhancement would be the best course of action.

And this is why I hate derivative AIs, answering without really understand the problem, copy pasting from my own text and some paragraphs found online, answering truism that I could find online, and at the end not answering at all... thank's for the obvious, non-a-person

I'm sorry for the problem you are experiencing, but Spinebot is actually correct: It would help to send a mail to contact@esotericsoftware.com including the Spine project files that show the problem.
It is also correct to mention the versions of the Spine Editor, Skeleton Viewer, and the Spine Runtimes you're using.
It looks like you are using linked meshes, did you also directly deform said meshes? Are you using particular settings such as clean up on export?

Spinebot helps us be answering easy questions so we have more time to spend on other questions. If Spinebot's answer isn't good, just ignore it and our staff will be along shortly to help you out. If Spinebot's is wrong, we'll delete it. I agree that AI isn't always useful, but in many cases it can give users some clues immediately, allowing them to make some progress without having to wait for us to respond. That can be nice.

The Skeleton Viewer and editor should display the same. We'd like to see the project files so we can see what's going on.

Hi Erika, Hi Nate!

Sorry I don't react well to pieces of code interactions. Thank's for your answers and your time writing them.
True, I didn't comment all details of the case.
As indicated by legacy json file, files was exported with 3.8.95 editor version. Then we imported and reexported to 4.0 json version file with 4.1.21 and 4.1.23 editor version.
Skeleton versions are commented above.
Runtime is made with PixiJS libraries.
No, they are regular meshes. And yes, unfortunately this legacy file has vertex mesh deformations without weighted to bones... I don't like this method either, but have a ton of tracks to any of us can spend the time we don't have in changing it. I will test clean up check because we are using json export templates and I really don't remember if is on or off.
Anyway we are going to follow the advice of send all this info by email to try to help Spine developers to find the problem.
We don't have the consent to send this particular file (NDA), but we had have problems with visualization of vertex mesh and clipping mask deformations almost always. The difference now is that this file was used in runtime and we check on demo that all were alright, and the other not and reworked with weighted bones because we thought the issue was exportation erased vertex deformation info when we tested into skeleton.

Thanks again!