I could not find any way to scale the mesh inside the mesh edit mode. Is that feature nonexistent? It would really save me right now
How to scale inside edit mesh mode ?
Currently, scaling vertices directly within the edit mesh mode in Spine is not supported. The edit mesh mode is primarily for creating, modifying, and deleting vertices, not for transforming them. However, you can scale the mesh by binding it to a bone and then scaling the bone outside of edit mesh mode. This approach allows you to achieve the desired scaling effect indirectly.
Nommalorel Spinebot's suggestion makes sense! There may also be more workflows available depending on what you're trying to achieve precisely.
Erika i dont get it to be honest. Wouldn't that scale the mesh and it's contents too? I just want to scale the vertices of the mesh so that the image can fit inside the mesh without getting distorted.
Nommalorel Unfortunately, it is not possible to scale vertices within mesh edit mode.
It sounds like the positions of the image and mesh vertices are out of alignment. Did you change the image size after setting up the mesh?
In cases where adding margins or scaling images without changing the ratio causes the mesh to shift, please note that the most efficient solution is to select “Keep size” in the dialog box that appears when the image change is first detected in the editor.
If you could provide more details about your situation, we may be able to offer more specific advice. It would be helpful if you could explain why you need to scale the vertices.
Misaki For some reason whether i use stretch option or keep size option. It just does not work the way i want it to be.
My situation is that i have a rig and i have to use that rig in 30+ characters. While most of them are quite similar some diffrences in their assets do exist. Resulting in each of them needing new meshes.
I was basically trying to just change the image path to the new character's body part image path and hoping that maybe it would fit right in. Some parts did, the ones that basically has the exact same whitespace. However some parts like face does not fit in. So i was hoping that if i could just scale the vertices in edit mesh mode maybe i could keep the face in the same place while being able to still modify the mesh. And the weights and animations on the mesh would perfectly transfer to the new image too.
That is my situation. Do you have any ideas ?
Nommalorel I see, thank you for the additional explanation.
In your case, it would be better to replace the images used in the template rig (the rig that will be reused for other characters) with ones that have sufficient margins, and then use the same size for the other characters. This will result in using images with large margins, but the margins can be trimmed during the export process based on the mesh hull, so the textures will not become huge.
Actually, in the Spine Runtimes Guide, on the page about skins, this method of creating template images is introduced, and it is one of the common approaches:
https://esotericsoftware.com/spine-runtime-skins#Creating-attachments
Rather than taking a method that inevitably requires mesh readjustment, it is better to use images of the same size so that only minimal vertex position adjustments are necessary.
Hmm i think i understand it. However this method requires making the first mesh using the images that has the biggest margins right? Because i checked and the images that i am trying to replace are unfortunately bigger than the ones that i used originally. Resulting in them not fitting in the mesh/Margin.
Nommalorel Oh, I'm sorry I didn't make that clear! I mentioned the "Images Resized" dialog in my previous reply. If you add equal margins to all four sides of the image, you can select "Keep size" in this dialog and avoid having to recreate the mesh.
So, I recommend adding equal margins to all four sides of the images used in the skeleton you want to use as a template. Then, create the replacement images based on the template image's size.