2D Mesh deformation
This tutorial introduces the main features of 2D Mesh deformation in PixelOver through simple, practical examples.
Step 1 - Import an image (or create a shape)
To follow this tutorial, you will need either:
- an image
- an animated image
For this example, you can use an animated character by Clembod available here.
You can import files into PixelOver by:
- dragging and dropping them into the main window, or
- using File > Open to select files from a dialog.
You can also create a Shape in a new project to preview mesh deformation on simple geometry:
Once you have an object in the scene, you are ready to generate a mesh.
Mesh generation
Select your object by clicking it in the main view or selecting it from the scene tree.
Once selected, the Deform tool becomes available. Click it to start mesh deformation.
If no mesh exists yet, PixelOver will prompt you to generate one. Two generation modes are available:
- Shape generation: attempts to follow the image silhouette and edges
- Rectangle generation: creates a simple subdivided rectangle
If you generate a mesh for a Shape, the dialog will be slightly different, since it follows the shape parameters (rounded corners, etc.).
You can adjust the generation settings until you get a good result.
If the mesh needs refinement, the next section explains how to edit it manually.
Editing mesh points
When a mesh is generated for the first time, PixelOver automatically enters Deform mode.
To edit the mesh structure again, open the subtool dropdown and switch to Edit mode.
In Edit mode, you can:
- click and drag points to reposition them
- click an edge to insert a new point
- click inside a polygon to generate internal points
(internal points are not available for Shapes, since there is no texture to deform)
A right-click contextual menu is also available to:
- merge selected points (when multiple consecutive points are selected)
- delete selected points
If you want to restart from scratch, click New to reopen the mesh generation dialog.
Once the mesh structure is ready, you can start deforming it.
Mesh deformation
Switch to Deform mode using the subtool dropdown.
In Deform mode, you can grab points (or edges) and move them to deform the mesh.
You can reset deformation in two ways:
- click Reset to reset the entire mesh deformation
- right-click to reset only the selected points
If you want to animate the deformation over time, you can add keyframes directly to mesh points.
Point keyframe animation
To animate a mesh point-by-point:
- Switch to Pose mode
(more information: Animation) - Stay in Deform mode
- Click the Key button to create a new animation and add a keyframe at the current timeline position
- Move the timeline cursor
- Deform the mesh again to create the next keyframe
By default, keyframes are automatically created or updated while deforming when Key recording is enabled.
You can disable this behavior by toggling off the Rec button in the Animation panel.
The Key button for deformation points is also available from the object properties panel.
Animating point-by-point is powerful, but for character animation it is often faster and cleaner to use bones.
Bone attachment
To deform a mesh using bones, you must create bones first.
Select the Bone tool, then create a bone in the scene.
Warning
In the current version of PixelOver, bones should be created as children of the mesh object in the scene tree.
Select the bone again to create a child bone and build a simple hierarchy.
You can check the result in the scene tree panel.
Rest and Pose mode (important)
Info
When attaching bones in the Deformation tool, bones are displayed in their rest state, not their current pose.
Bones attached to a mesh should be set up in Rest mode.
Transforming bones in Rest mode updates their default state and does not deform the mesh.
more information about rest/pose: Animation
Attaching bones to the mesh
Now that bones are ready:
- Select your mesh object again
- Select the Deformation tool
- Switch the subtool dropdown to Bone mode
To attach bones, you can:
- click bones directly in the view, or
- click the List button to open a tree view of attached bones
Bones can be attached immediately, but they will not deform the mesh until weights are assigned.
To quickly generate weights, use the Auto weight button next to the list button.
Editing weights manually
Auto weights are a great starting point, but they are not always perfect.
You can refine the result manually:
- Select a bone
- Slide up/down over mesh points to increase or decrease the weight influence
To edit precise values, click a point to open a dialog showing each bone weight.
A right-click contextual menu is also available to:
- auto-assign weights for the selected bone only
- detach a bone from the mesh
At this point, your mesh is fully rigged and ready for animation.
To go further
You now know the full mesh deformation workflow:
- generate a mesh
- edit points
- deform manually
- animate deformation with keyframes
- attach bones and paint weights for rigged animation
You can find additional mesh deformation examples in the PixelOver download files (also included in the demo):
https://deakcor.itch.io/pixelover#purchase









