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Advanced Features

Convert Images to Meshes and Edit Topology

Create deformation-friendly meshes, trace outlines, add or remove vertices, subdivide, and reset.

AdvancedAbout 22 minFor Editor v1.0 · Tutorial updated Oct 26, 2026
Download the sample PSD

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.
01

Switch an image to a mesh

  1. 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. 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. 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.
02

Use the mesh toolbar

ToolPurposeCheckpoint
ModifyDrag existing vertices to adjust structureDo not confuse topology edits with per-frame deformation
CreateAdd vertices to the meshAdd them around joints rather than distributing them uniformly
DeleteRemove selected, unnecessary verticesCheck triangles and contour afterward
NewRedraw and replace the current meshDiscards the current structure; back up first
ResetRestore the default quadUse only when intentionally abandoning the topology
GenerateGenerate subdivision vertices from the current meshRemove meaningless dense points afterward
TraceGenerate a mesh from the image contourAdjust threshold and detail before confirming
  1. 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. 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.
03

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.