• Editor
  • Spine doesn`t let me create a mesh deform key for animation

  • Изменено
Related Discussions
...

Hello!
I have encountered a problem unlike others.

Previously, whenever I`ve made any changes to the mesh during animating, it has stored the changes with a blue key. Now there even the option is greyed out and I do not know what to do. It works with another skin in the same file. The timeline stays empty when ever I try to add a node for mesh changes. Please help!

Hello, is the mesh you selected by chance part of a skin that is pinned in the Skins view, but not actually active?
How are you trying to add changes specifically?

Also, would weights work in your use case? They are generally better compared to adding direct deformations. Especially considering you also have multiple skins.
Blog: Mesh weight workflows

Im not sure, how do you check that the skin is actually active?
I
m trying to just warp one part of the character´s mesh, but if I do that and click away it just bounces right back.

Also apparently it is just that image. All the other ones that previously had mesh deform keys work fine

etotterstrom написал

I`m not sure, how do you check that the skin is actually active?

Is the visibility dot for the skin in the skins node in the tree on (bright) or not?

Now there even the option is greyed out and I do not know what to do.

What is greyed out?

Try ctrl+H to show all bones and slots, maybe that is hiding your dopesheet rows.