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  • warped mesh on import

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Please help.
By doing some animations in Spine I exported it to Dragonbones to make more detailed adjustments to my liking. After exporting the .json from Dragonbones to Spine, some meshes are deformed. Why does that happen?, Is there any way to fix it in Spine?

Hello CarlosOV,

Thank you for writing into the forum. More information about mesh attachments and deformation can be found at the following link:
Mesh attachments - Spine User Guide: Deformation

Please let me know if this assists you, or if I can help you troubleshoot further!

Hard to say what Dragonbones has done, but it sounds like the data it wrote in the Spine format is incorrect.

Thanks.
Apparently Dragonbones altered the weights between the mesh and the bones. Because when animating my character some are deformed. Is there a quick way to copy the weights in Spine?

No, sorry, but we are planning to improve copying and manipulating weights in 4.1. Until the the best you can do is copy/paste each value.

Maybe if you have your old data you can replace the vertices that DB output? You'd of course lose any changes made in DB.

Will it be the weights that the image is distorted in full animation?

Hard to say. The pink vertices show that your mesh has deform keys. It could be that DB messed up the deform keys. If you delete those keys, does it look OK? It's probably easiest to redo the mesh (sorry).

In animation view, I have selected the deformed keys and I doing click in reset solves the problem. But as I move on to the next fragment of the animation, I must do the same. It's a bit tedious to do it one by one. Is there a way to reset everything in a few clicks? Since when selecting all the deformed keys, the reset button Disappears. Help me pls

Reset in animate mode moves the mesh vertices to not have a deform (to look like the setup pose). You can just delete all your deform keys.