Advanced Features
Soft Selection, Mesh Deformation, and Deform Keys
Deform vertices without changing topology and record those changes on a specific animation frame.
After this article
Create local mesh deformation without confusing it with structural mesh editing.
Before you start
- Complete the mesh and weight fundamentals.
Distinguish structure, setup-pose deformation, and animated deformation
| Operation | What changes | Timeline behavior |
|---|---|---|
| Edit, create, or delete mesh points | Topology, vertex count, and structural positions | Changes the base structure and can invalidate old deform indices |
| Adjust mesh deformation in Skeleton mode | Local shape in the setup pose | A base shape, not specific to one animation |
| Drag mesh vertices in Animation mode | Deform for the current animation and frame | Automatically recorded as a deform key |
| Adjust bone weights | How vertices follow bones | Changes skinning, not direct vertex positions |
Control deformation range with soft selection
- 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
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
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.
Record and inspect deform keys
- 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
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
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.