anima2d SpriteMesh Editor doesn't load meshes

Hey,
I have been working with anima2d since launch and had a great time so far.
For some reason the sprite mesh editor today fails to open my meshes (which it did in the past) resulting in the following error: “NullReferenceException: Object reference not set to an instance of an object
Anima2D.TextureEditorWindow+Styles.get_showBonesImage () (at Assets/Anima2D/Scripts/Editor/TextureEditorWindow.cs:46)
Anima2D.TextureEditorWindow+Styles…ctor () (at Assets/Anima2D/Scripts/Editor/TextureEditorWindow.cs:75)
Anima2D.TextureEditorWindow.InitStyles () (at Assets/Anima2D/Scripts/Editor/TextureEditorWindow.cs:154)
Anima2D.TextureEditorWindow.OnGUI () (at Assets/Anima2D/Scripts/Editor/TextureEditorWindow.cs:387)
Anima2D.SpriteMeshEditorWindow.OnGUI () (at Assets/Anima2D/Scripts/Editor/SpriteMeshEditorWindow.cs:191)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)”

I haven’t made any changes to the project since yesterday and even tried debugging the problem on an old version of the project in which it worked fine.
I’m clueless to what might have caused this issue and would be glad for any advice.

Problem solved T_T
The problem was that the path in two of anima’s scripts was different than in my project.
A simple change of paths fixed my problem

To anyone else having this problem, just make sure your “Editor Default Resources” folder is in the root of your Assets folder!

For me worked deleting “Editor Default Resources” in the Assets folder. It probably was some leftovers from the old Anima2D version.