普遍出现于低于4.0包括4.0版本的工程升级到4.1以上
当有两点重叠获取三点之间形成一条直线时无法显示这个网格,如果在高版本修复会导致动作丢失
最可笑的是我必须在高版本打开它我才知道到底那个网格出了问题,这意味着我需要同时打开两个版本的spine同时修改
更可笑的是如果直接使用高版本的spine打开你不会发现任何错误,当你使用高版本保存后再次打开就会报错例如

WARNING: Reset mesh (no triangles): [mesh: xxx, skeleton: xxx, slot: xxx]

如果spine文件没有使用高版本保存而是使用高版本打开低版本的文件他们不会有任何问题

这就出现了一个问题
当你使用高版本保存完后导出时发现了这个问题而你已经修改了原文件,只能使用老旧工程导出的json或者skel还原

It is commonly seen in projects below version 4.0, including those upgraded to version 4.1 or above
When two points overlap and a straight line is formed between the three points, this grid cannot be displayed. If fixed in a higher version, it will cause the action to be lost
The most ridiculous thing is that I have to open it in a higher version to find out which grid has gone wrong. This means I need to open two versions of spine at the same time to make the modifications
What's even more ridiculous is that if you directly open it with a higher version of spine, you won't find any errors. But when you save it with a higher version and open it again, an error will be reported, for example

WARNING: Reset mesh (no triangles): [mesh: xxx, skeleton: xxx, slot: xxx]

If the spine file is not saved with a higher version but a lower version file is opened with a higher version, they will not have any problems

This brings up a problem
When you encounter this issue after saving with a higher version and then exporting, and you have already modified the original file, you can only restore it using the json or skel exported from the old project

    Related Discussions
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    phtcloud We apologize for the inconvenience. I think you may be encountering a problem similar to the one reported in the following thread:
    https://esotericsoftware.com/forum/d/28829-update-project-with-cli-/5

    As described there, this is not a bug in versions 4.2 or 4.3, but rather a bug in older versions that was fixed when opening them in newer versions.
    We understand that this may be troublesome when upgrading older versions of Spine projects, but unfortunately, the fix described in the thread linked above is necessary.

    By the way, there is a translation button on this forum, so you don't need to prepare your own English translation. Feel free to post in your native language.

    • phtcloud님이 이에 답장했습니다.

      Misaki 所以说这个问题将在未来4.3版本修复?不用手动去修?还是说还是要手动去修复

      • phtcloud님이 이에 답장했습니다.

        phtcloud 因为我使用4.3.38-beta还是无法查看贴图仍然丢失(

        • Misaki님이 이에 답장했습니다.

          phtcloud

          所以说这个问题将在未来4.3版本修复?不用手动去修?还是说还是要手动去修复

          In version 4.3.38-beta and later, triangle issues in meshes should be automatically corrected when importing data and exporting in JSON or binary format.

          因为我使用4.3.38-beta还是无法查看贴图仍然丢失(

          Since I haven’t actually seen your Spine project, this is only a guess. However, it’s likely that the mesh vertices are simply misaligned, and the image references themselves remain unchanged.
          Try selecting the relevant mesh attachment, clicking the Edit Mesh button, unchecking Deformed, and then reviewing the vertex coordinates. I think there may be a discrepancy between the vertices and image coordinates, similar to the following:

          You should be able to make a complete fix by aligning the positions of the vertices.

          If that doesn't work, please send us a Spine project via email so that we can investigate the issue in more detail. : contact@esotericsoftware.com
          Please include the URL of this forum thread in the email so we know the context. Then we can take a look at what's wrong.

          发送了

          • Misaki님이 이에 답장했습니다.

            phtcloud Thank you for sending us your actual Spine project! In your case, it appears that the top left vertex is actually overlapping two vertices, and one of them is positioned outside the hull. Uncheck the Deformed checkbox in Edit Mesh mode and delete the top left vertex. This should display the image correctly. (I have verified that this operation works correctly in 4.2.)

            • phtcloud님이 이에 답장했습니다.

              我发送了另一个服务器上的一个例子
              这是三点直线
              无法查看

              Misaki 如果直接在4.2对顶点删除会丢失动作
              虽然应用在应用商店上架了但是其内容仍有部分限制级内容我也不能提供完整的工程例如动作

              • Misaki님이 이에 답장했습니다.

                phtcloud

                我发送了另一个服务器上的一个例子

                I'm not sure what you mean; the machine translation doesn't seem to be working properly. I thought you meant that you sent another email, but I haven't received any other emails.

                如果直接在4.2对顶点删除会丢失动作

                I don't understand why the animation is lost by deleting only the vertices instead of resetting the mesh. You can delete or modify mesh vertices even after setting weights. Could you explain in detail why this situation has arisen?

                如果你使用高版本打开低版本在没有任何警告提示的情况下发现了这个问题你可以对顶点操作并保存,一切恢复正常,但是如果部件非常小你没有发现直接使用高版本保存了spine工程再次打开这个工程的时候就会有弹窗警告告诉你哪里出了问题,这个时候虽然修改顶点可以显示贴图但是动作已经丢失了

                总结就是如果使在高版本移除异常顶点前保存了工程那么这个区域的动作将会丢失

                • Misaki님이 이에 답장했습니다.

                  我尝试再次发送了一遍邮件

                  • Misaki 님이 이 게시물을 좋아합니다..

                  例如变形拉伸这种虽然贴图仍和骨骼绑定在一起但是似乎丢失了权重和动作

                  phtcloud Thank you for the additional explanation. I see, that is indeed troublesome.
                  At least we can say that 4.2 unfortunately will not be updated, so we will have no choice but to address this issue in 4.3.

                  We have successfully received your new email, and it appears that deleting the vertex causing the problem in this skeleton, as in the previous case, will resolve the issue:

                  We will examine whether it is possible to automatically resolve the issue in future versions using the Spine project files you provided.

                  • phtcloud님이 이에 답장했습니다.

                    phtcloud 这就出现了一个问题
                    当你使用高版本保存完后导出时发现了这个问题而你已经修改了原文件,只能使用老旧工程导出的json或者skel还原

                    phtcloud 如果spine文件没有使用高版本保存而是使用高版本打开低版本的文件他们不会有任何问题

                    phtcloud 如果在高版本修复会导致动作丢失
                    最可笑的是我必须在高版本打开它我才知道到底那个网格出了问题,这意味着我需要同时打开两个版本的

                    这也就是我说的目前升级工程必须要开启两个版本的spine,高版本保存重新打开后通过警告提示找到异常顶点,在低版本修改后再次保存然后再使用高版本打开保存再保存直到没有警告...
                    这是一个繁琐的流程为什么不能像4.0一样我注意到这些异常顶点之间的连线和其他连线的颜色有些不同虽然不明显,这个颜色区别3.8也有,就算他有问题也让他显示吧

                    Misaki 目前我遇到的问题
                    在CLI导出没有自动修复Mesh has internal vertex outside hull....这种问题这个问题使用GUI可以导出问题区域
                    还有一个就是我现在遇到的在升级的时候就有的这个问题
                    希望能在4.3得到修复
                    就算这个确实是三角错误那也让他显示吧,不然一个庞大的应用包含几千的spine工程这样一个个排查将花费大量时间

                    You're right, there are multiple problems with how Spine handles invalid meshes.

                    We should not reset the mesh weights except if the mesh has no bones at all. We've fixed this in 4.3.39-beta! This fixes the problem where you open a project, it says it reset a mesh, and your work is gone without giving you a chance to fix the mesh.

                    In 4.3.39-beta we now detect duplicate vertices and automatically remove one. This allows you to open your m.zip project and the mesh is fixed automatically. A warning is shown to let you know it changed the mesh, which may help if you need to fix the mesh for older versions.

                    Your other project is harder to fix automatically:


                    This selected internal vertex has 2 orange edges and it's slightly on the outside of the hull. This makes the orange edges invalid, as edges cannot cross the hull or any other edges. To fix it we could move the vertex, but it's very difficult to determine how to move the vertex in a way that fixes any similar problem AND doesn't cause any new problems.

                    We could delete the orange edges. That would all triangles to be computed, but the vertex would still be outside the hull. When that happens, the vertex does not affect the mesh image, so the behavior of your mesh would not be the same. You'd have a useless vertex hanging around.

                    Since there isn't a great way to fix it, probably it's best if we only warn about it. You'll see Mesh cannot be triangulated and can fix it manually.

                    We added --debug-triangulation which logs when triangulation fails. This can happen normally, for example as you drag a vertex to an invalid position. However, it doesn't normally happen when a project loads. This debug logging is probably not useful most of the time, but there may be some case where it helps identify meshes with bad vertices. Until the next launcher update, you'll need --ignore-unknown-args so the launcher doesn't complain about --debug-triangulation being invalid.

                    We have also had for some time --mesh-debug. You can use it 1, 2, or 3 times for more info.

                    For example with --ignore-unknown-args --debug-triangulation --mesh-debug you might see:

                    WARNING: Triangulation failed: Internal edge is outside of hull: 16, 62
                    WARNING: Mesh cannot be triangulated: [mesh: palm(L)_lv1, skeleton: skeleton, slot: palm(L)_lv1]

                    You would always see Mesh cannot be triangulated but now you also see the triangulation warning. The numbers correspond to the 2 vertices that make up the edge that is invalid. Since you have --mesh-debug you can see those vertex numbers:

                    16 and 62 are at the bottom, so you know where you need to move the vertices to fix it. If there are multiple problems, check the log again to see the next problem.

                    Fixing up vertices manually is not fun. Sorry for the trouble! I wish we could fix them all automatically, but it's a tricky problem. On the bright side, once your projects are fixed and moved to 4.3, you should never have triangulation problems again.

                    • phtcloud님이 이에 답장했습니다.

                      Nate 我刚刚发送了一个新的spine文件,这个文件在导出时会提示
                      Mesh has internal vertex outside hull: [mesh: H_Flower_4, slot: H_Flower_4]
                      如果你使用命令行将会在导出时丢失这个贴图
                      如果你使用GUI那么他会弹出警告但是可以正常导出
                      对于这种文件只有在导出时才知道哪里出了问题
                      打开文件不会提示任何问题
                      我在另一个帖子看到了命令行导出会在4.3修复我不确定这是否修复了因为这也应该是三角问题
                      另外能否使用4.3修复后导出4.2的json或者skel因为4.3的运行时还没有完善
                      我尝试使用4.2的webgl运行时播放一些4.3导出的spine发现大部分拥有一些约束问题画面撕裂一样
                      如果可以导出的话能否使用命令行指定使用spine程序的版本和导出的版本,例如使用命令行运行4.3导出4.2的json或者skel,这样在你们修复这个复杂的bug同时也可以为我们提供一个缓冲时间先将工程升级到4.3但是导出使用4.2的配置,等4.3运行时完善后再尝试使用4.3的导出

                      Thanks for sending your 3rd project. It has a problem that is a little different: an internal vertex is pushed up against the mesh hull. This can actually be considered valid, though it makes for a degenerate (zero area) triangle, which isn't very useful.

                      We have now revised how we process meshes and the rules involved for vertices and edges. It is no longer valid to have a vertex outside the mesh hull. This was never useful, as the vertex could not be included in the triangulation, so it could could not affect the mesh image. Vertices outside the mesh hull are now deleted on project load.

                      We are now able to (in 4.3.39-beta) automatically fix your 3 projects when the projects are loaded. Hopefully this makes your life easier! Exporting from the command line works the same as loading the project in the editor UI and exporting.

                      You can export 4.2 JSON from 4.3 and use Import Data to bring it into 4.2, but this is not recommended as you may lose data in some ways. It is much better to move to 4.3 when you can. While still beta, the 4.3 runtimes should be functional now. If you find problems with them, please let us know.

                      You can use the CLI to export 4.2 JSON from 4.3 by saving an export setting JSON file. You should see "version": 4.2 in that export settings JSON. The exported skeleton JSON will show at the top eg "spine": "4.2-from-4.3.39-beta",. You can import this into 4.2, but check thoroughly to see the if process lost any important data. You should not try to use this JSON directly in a runtime, instead import into 4.2 and export it from 4.2 properly to ensure runtime compatibility.

                      我发送了一个4.2的工程和使用4.3导出4.2的json和4.3的json

                      可以看到使用4.2 webgl播放由4.3导出的4.2版本的json似乎有骨骼问题更像是约束的问题
                      使用4.3运行时可以播放这个4.2版的

                      显示正常