Hello! I have been trying to import a skin from one skeleton to another that contains weighted meshes. Both skeletons are identical in naming convention. There is a consistent issue where the weighted meshes collapse into a singular point when imported. This does not happen to meshes that have no weights.

To further illustrate:

When viewing the collapsed mesh in edit mesh mode, it only shows up again when disabling deformations. Is there a way to fix this?

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Sorry you are having trouble! I think to fully understand what is happening we'll need to do the steps ourselves. Can you post or email your project files? Please also provide step-by-step instructions so we can see the issue firsthand.

Hello Nate! Is a Wetransfer Link okay for you?
https://we.tl/t-aOLvfEIbTm
I provided the Spine files of both skeletons and a third Spine file where I imported the weighted mesh.

I did the following when I encountered the issue:
I made a skeleton consisting of 3 joints and two image slots, one slot for the face and one for the hair. I turned the hair slot into a skin placeholder. The Hair was turned into a mesh and I added skin weights.
Then I repeated the process and made an identical skeleton in a separate Spine file. All the joints and image slots have the exact same naming convention with exception of the skin name, which would be "Hair2" instead of "Hair1"
Then I made an export file of The hair2 skeleton and imported it into the Hair1 Skeleton. The Hair2 skin showed up but the mesh had subsequently collapsed.
The goal was to test if the skins of one rig can be copied to another like we can do with animations. I managed to import meshes from one skeleton to another but not when the mesh has weights.

I hope that clarifies the issue. Let me know if there is still something you don't understand and thanks already for the time!

I see, thanks for the files and explanation.

Then I made an export file of The hair2 skeleton and imported it into the Hair1 Skeleton.

The import you are doing is Data Import and checking Existing skeleton? That should work, but I see it does not. We've fixed a bug so it will work in 4.2. Unfortunately we are focusing more on 4.2, so I'm not sure there will be another 4.1 release. If there is, we'll try to get this fix in 4.1.

Thanks for looking into my issue! Since the cause is a bug that needs to be fixed in a future update, do you have an estimation as to when 4.1 or 4.2 will release?

You can check the frequency of updates in our changelog:
http://esotericsoftware.com/spine-changelog

Because a 4.2 version is under works, and it has the greatest priority, it may take some time to release a new version for 4.1, if it happens.
As for when a 4.2 version is going to be released, we cannot provide exact estimates, but we're actively working to make it happen.