See the video, is this really how it's supposed to work? I need to make mesh deformations, and toggle between deformed on and off, but when i move a key in deformed mode, it also moves the key in the non-deformed mode, which is very confusing.
If i disable edit mesh, move the vertex, and go back to edit mode, it didn't move, which is what i expect in the edit mesh mode as well.
It's very practical to do it right away inside the edit mesh, so i can more easily add more vertices when needed.
My version is 4.1.24.
According to the docs (https://en.esotericsoftware.com/spine-meshes#Edit-mode):
"When a vertex is translated, it changes the texture coordinates but does not change the position of the vertex outside of edit mode."
Also when i press "Reset", it breaks something in the animation, so the hair no longer moves along with the head. I think it's the same result as when i duplicate a skin and uncheck "Inherit timelines". It's also a bit confusing, as sometimes i want to reset and start over, but then the animation breaks, so i have to delete the skin, and make a duplicate of the original skin to keep the animation. I added another video below to show what happens. Just want to know if this is expected, and if there is a way to reset the mesh vertices, without breaking the animation.
I've had help from an animator to setup the animations, so i'm not sure how the connection is between the hair and the head, as the hair doesn't seem to have a bone..
Also the reason the hair looks so weird, is that this is the replacement solution for not using clipping attachments, where i instead change the mesh of the hair, to hide it behind a hat, which isn't visible in the spine at the moment.