I have a .obj file that looks like this:

What I need is to scale only a certain part of the descriptors - in this case, the point from which the handles actually bend from above. Therefore, I would like to be able to make them longer in this case.
Does anyone have any direction or example of how this can be done? All the examples I've seen are simply scaling the whole model, not just parts of it.
I thought I needed to create a spline based on the vertices in obj and then manipulate the created spline, but I was hoping there would be some simpler option since I don't know how to combine the model with the spline
thanks
EDIT . I believe that the answer does not lie on splines - it actually consists in morphing the target attributes of the object. I will send here when I go further, or if anyone knows what I mean, please point me in the right direction.
EDIT 2 Next zero sentence I'm trying to use SkinnedMeshes with bones. I am trying to populate skinIndices and skinWeights objects, but Typescript throws an error:
An argument of type 'Vector4' not assigned to a parameter of type number
I know this is a Typescript problem, not a ThreeJS problem, but I created a jsfiddle that has the same code but the array for skinIndices in it is of type Vector4. . The only reason I can think of this mine is not because I send the BufferedGeometry of the .obj object via the THREE.fromBufferGeometry function:
let geometry = new THREE.Geometry().fromBufferGeometry(frontHandle.children[0].geometry);
EDIT 3
let geometry = new THREE.Geometry().fromBufferGeometry(frontHandle.children[0].geometry); for ( let i = 0; i < geometry.vertices.length; i ++ ) { let vertex = geometry.vertices[ i ]; let y = (vertex.y + sizing.halfHeight); let skinIndex = Math.floor( y / sizing.segmentHeight ); let skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight; let vectorOne = new THREE.Vector4( skinIndex, skinIndex + 1, 0, 0); let vectorTwo = new THREE.Vector4( 1 - skinWeight, skinWeight, 0, 0);
EDIT 4
I fixed the problem described above and now I have this (the blue handle is a solid grid with numerous bones inside it, and the vertical blue and green line is the helper skeleton):

I also added a DATGUI helper that looks like this:

But I still canβt scale the grid accurately. The tied parts of the handle in the screenshot should always remain the same size. I just need a piece of the handle under them to stretch out when I shrink them and I want the knotted parts to be lateral when the bag gets larger.