yang123456789 Thank you for your suggestions!
Regarding the Subdivision Modifier, I understand you may be thinking of its common use with 3D models. However, if you are imagining a similar approach that simply increases the subdivision count between all vertices, this would likely generate many unnecessary subdivisions.
In 2D animation, a single image often contains multiple elements with depth differences—for example, when the facial skin and nose are combined into one image. Uniformly adding a large number of vertices across such an image could cause the nose to stretch unnaturally. Even if you separate the nose and skin into different images to avoid this, the facial skin itself does not require significant deformation. For instance, placing many vertices on the forehead would have little practical value.
In 3D models, surface smoothness affects not only deformation but also visual quality, so the ability to adjust smoothness easily is important. In 2D, however, excessive subdivisions can simply reduce runtime performance. That is why, in our tutorials, we recommend placing vertices only where they are truly needed:
Blog: Mesh creation tips: vertex placement
So, I'd like to understand what you're truly struggling with. What kind of mesh deformation isn't working as you envisioned? Or what tasks do you feel are taking too much time?
Regarding Project Weight, the Weld feature added in 4.2 is similar in function. If you're unfamiliar with Weld, check out this video:
However, if you want to consistently reflect the weights of another mesh, this is not possible with the current functionality. We have had plans for some time to enable the use of linked meshes even in different slots: EsotericSoftware/spine-editor195
You can subscribe to this issue ticket to receive notifications when there is any progress on this issue.
Regarding bake physics simulation, while it is not strictly the same as baking, it is possible to achieve something similar:
https://esotericsoftware.com/forum/d/28202-keying-physics-determinate-/4
We've received several requests for a baking feature, but we don't currently prioritize it highly. Enhancements like enabling linked meshes across different slots offer broader benefits, and if you absolutely must convert physics constraints to transform keys, you can use the Key Constrained
hotkey as described in the thread above.
I hope this clarifies the current functionality and our design intentions. Please feel free to share more about your workflow or any specific difficulties you are facing—we value such feedback greatly as it helps us understand how to improve Spine further.