Pharan đã viếtThis still happens all the time, by the way.
Steps:
Make Spineboy's head a mesh.
Go to Edit Mesh Mode
click on Reset Points
return to Setup Mode.
The resulting mesh seems to point in the direction of the bone and gets centered on it too.
On a related note, the Reset button (when you have a mesh selected) below the tree in Setup Mode kinda does the same thing.
I don't think there is any getting around it. A mesh is just a bunch of points (and edges). When you reset in edit mesh, those points go away and you get 4 new points at the image corners. I don't know what orientation the old mesh points were, so the new points are created without rotation. All I can do is make the center of the mesh stay in the same place.
In setup mode, reset makes the deform look like the UVs and resets rotation and scale. I finally managed to fix this so it doesn't move the mesh center.
In animate mode, reset makes the deform look like setup mode.
I often repeatedly re-edit the mesh and move vertices around in Edit Mesh mode and then test to see how they fold and stretch when deformed back to Setup Mode. The unfortunate sideffect right now is that the image gets warped because only the UVs get moved. It'd be cool if I edit the UVs in Edit Mesh mode, it would also move the corresponding setup mesh vertex.
You can do this, just check the "deformed" checkbox in edit mesh mode. This was a ridiculous amount of work, but it is neat. Notice it draws the deformed UV bounds as you move a vertex, red arrow pointing to it here:
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