Advanced Features
Convert Images to Meshes and Edit Topology
Create deformation-friendly meshes, trace outlines, add or remove vertices, subdivide, and reset.
After this article
Build sensible topology for an image and distinguish structural editing from animated deformation.
Before you start
- Complete PSD automatic binding and know how to select an image attachment under a bone.
Switch an image to a mesh
- 1
Select an image that needs to bend
Choose a torso, upper-arm, thigh, or similar attachment from the sample. Save a project copy before changing topology on finished work.
- 2
Enable Mesh in the image inspector
Change the image Type to Mesh, then click Edit Mesh Points. Some PSD-imported leg attachments may already be meshes, so inspect the current state first.
Expected resultThe canvas shows mesh vertices and triangles, with the mesh toolbar at the bottom.
Confirm the attachment type before entering structural mesh editing. - 3
Inspect the default topology
Review vertex count, outer contour, and triangle distribution. A default quad works for simple deformation, but smooth multi-bone bending usually needs more deliberate vertices.
Expected resultVertices cover the image and triangles do not extend noticeably beyond the subject.
Vertices provide control positions; triangles determine how deformation propagates.
Use the mesh toolbar
| Tool | Purpose | Checkpoint |
|---|---|---|
| Modify | Drag existing vertices to adjust structure | Do not confuse topology edits with per-frame deformation |
| Create | Add vertices to the mesh | Add them around joints rather than distributing them uniformly |
| Delete | Remove selected, unnecessary vertices | Check triangles and contour afterward |
| New | Redraw and replace the current mesh | Discards the current structure; back up first |
| Reset | Restore the default quad | Use only when intentionally abandoning the topology |
| Generate | Generate subdivision vertices from the current mesh | Remove meaningless dense points afterward |
| Trace | Generate a mesh from the image contour | Adjust threshold and detail before confirming |
- 1
Start with Trace
Click Trace and adjust detail, concavity, refinement, and Alpha threshold. Review the vertex count before confirming.
Expected resultThe contour follows visible pixels and the interior supports the intended bend.
Adjust and preview tracing parameters before generating the mesh. - 2
Add and remove vertices locally
Use Create near joints, Modify for small position adjustments, and Delete for redundant points elsewhere. Isolate and Bones can help you inspect the result.
Expected resultThe joint region has enough vertices without making the entire image dense.
Use these mesh-specific tools rather than the ordinary Move tool for topology.
Validate topology before weighting
- The outline has no obvious gaps, self-intersections, or long triangles through transparent regions.
- Joint bends have enough sampling points; multi-bone automatic binding needs at least six mesh vertices.
- The vertex count expresses the intended motion without unnecessary density.
- After leaving mesh editing, the rest-pose image looks unchanged.
- The project is saved and ready for the weight panel.
Related links