Can't import skeletons
I've been having a similar problem and was trying to diagnosis it using this thread: https://esotericsoftware.com/forum/d/24751-spine-godot-c-support/19 only to realize it wasn't addressing this problem but just that stuff wouldn't work after importing in general, here the example projects seem to run fine despite this error so maybe it's ignorable for now? Running windows 10 with spine version 4.1.23, with premultiply alpha disabled on exporting, tried running godot on different drives too.
The weird directory path is probably from the build machine.
I do want to use Godot, but I'm reluctant while this issue persists. If importing already is so error prone, I shudder to think what might happen 6-12 months in production.
Unfortunately, this still happens in Godot Engine v4.2.stable.custom_build.46dc27791
Whatever this is, it must be on the runtimes implementation side. I tried renaming everything to snake_case in case this is an issue with Godot's naming convention since I've heard it can mix up capital and lowercase letters on Windows. Also tried different SSDs in case of weird permissions thing. Still no dice.
This is merely an error message, and as you found, both editor and exports work fine despite it.
I have spent 2 days figuring out where it is coming from to no avail. We aren't doing anything crazy in the atlas importer either.
So for now, you can simply ignore this error and carry on. If I find a solution, I'll update the issue and this thread.
Mario I'm currently experiencing the same issue, yet it's not ignorable - following the tutorial I'm not able to import either the .skel-json file, nor the .skel file for either method. The file icon is X'd out and I just get "Error importing 'res://Art/Output/skeleton.skel'." messages. I can't just proceed as it gives me errors if I try use the file. If I drag the skel file to the Skeleton file res, it says:
"No loader found for resource: res://Art/Output/skeleton.skel (expected type: )"
If I try load it through the path it says:
"Cannot load resource from path 'res://Art/Output/skeleton.skel'"
As a result, the skeleton file res just stays <empty> as godot just wont let me input the file at all to it. currently, there's no way to continue past this if the error occurs, as far as I can see.
UnNorm I think @umbekannt also could not import skeletons at all, so it doesn't seem to be just cosmetic for everyone.
UnNorm Just to confirm, did you get Godot from Spine folks here: https://esotericsoftware.com/spine-godot
T.Fly() Yeah. Odd thing is if I use the example ones made, opening the files run fine if I don't change anything (I still get errors when I initially open it the same as mentioned before) yet visually hitting play they move and visually function like in the tutorial video. However, if I try change or alter anything to do with the skel files, I can't move them and get the errors popup. It's odd.
I also can't import mine ".skel" file at first. After using "Skeleton Viewer" to check example files and mine, I may know why:
The Spine version of example files is 4.1.23, but my version is 3.8.99.
May be only specific version can be used, but I can't find a way to convert its version.
Ryke but I can't find a way to convert its version.
Make sure the runtime and editor version match by opening your Spine project file in a version of the editor that matches the one required by the runtime you are using.
https://esotericsoftware.com/spine-settings#Version
Then exporting the skel or json file from said editor version.
https://esotericsoftware.com/spine-export#Binary
If you have an outdated json you need to upgrade, (as it seems from what you are describing) you will first need to match your outdated json version with the editor, by downgrading the editor to 3.8.99, import the skel/json, then save a new Spine project, from there you can upgrade the editor to the version that matches the runtime and open the saved Spine project to export a new skel.
https://esotericsoftware.com/spine-import#Data
https://esotericsoftware.com/spine-versioning
Ryke For testing purposes, you may also find test projects here in various versions: EsotericSoftware/spine-runtimestree/4.2-beta/examples
Just switch to a different branch to find exported examples matching that version.
If you want to import your own assets then yes, you will need to have your own Spine license to use the Spine runtimes as well as the Spine editor.
Mario Hi, I am affected by this issue so I went through the official Godot repository to try and find any open issues related to this. I didn't find anything that could specifically explain this behaviour. Did you maybe try and open an issue in the repository over there with a description of the problem? If not, that might speed up the process of fixing this problem.
Thrindil Just to make sure, did you get your Godot build from here? https://esotericsoftware.com/spine-godot