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Advanced Features

Soft Selection, Mesh Deformation, and Deform Keys

Deform vertices without changing topology and record those changes on a specific animation frame.

AdvancedAbout 24 minFor Editor v1.0 · Tutorial updated Oct 26, 2026
Download the sample PSD

After this article

Create local mesh deformation without confusing it with structural mesh editing.

Before you start

  • Complete the mesh and weight fundamentals.
01

Distinguish structure, setup-pose deformation, and animated deformation

OperationWhat changesTimeline behavior
Edit, create, or delete mesh pointsTopology, vertex count, and structural positionsChanges the base structure and can invalidate old deform indices
Adjust mesh deformation in Skeleton modeLocal shape in the setup poseA base shape, not specific to one animation
Drag mesh vertices in Animation modeDeform for the current animation and frameAutomatically recorded as a deform key
Adjust bone weightsHow vertices follow bonesChanges skinning, not direct vertex positions
02

Control deformation range with soft selection

  1. 1

    Select mesh vertices

    Select the mesh image and target vertices. Soft-selection controls do not appear without a vertex selection, and structural mesh editing uses different controls.

  2. 2

    Enable soft selection and set a radius

    When enabled, a vertex drag affects neighbors with distance-based falloff; when disabled, only selected vertices move. The radius uses world pixels.

    Expected resultThe center moves most, neighbors fall off gradually, and the whole mesh does not move rigidly.

    Use this image to identify the practice mesh. Exit structural editing, select target vertices in Animation mode, then enable soft selection.
  3. 3

    Compare small and large radii

    Small radii suit local details; large radii suit soft overall deformation. Use Undo to compare the same drag at different ranges.

    Expected resultYou choose a range for the intended shape rather than always using the maximum.

03

Record and inspect deform keys

  1. 1

    Enter Animation mode and choose a frame

    Select a custom animation, move the playhead to the target frame, and stop playback.

    Expected resultThe active animation and frame are correct, with a mesh-deform channel visible in the dope sheet.

  2. 2

    Drag mesh vertices

    Use soft selection or drag vertices directly for a small compression or stretch. Inspect the mesh-deform track after editing.

    Expected resultA deform key appears at the current frame and the shape restores when you leave and return.

    This identifies the practice object only. Follow the steps above in Animation mode, then verify the deform key at the current frame.
  3. 3

    Create the before and after shapes

    Set the initial and target shapes at adjacent frames, then play to inspect interpolation combined with bone weights.

    Expected resultNo index-related image jumps occur, and deformation works with the skeletal motion.