---
title: Making Existing Clothing Into Customizable Clothing
slug: studio-guide/making-existing-clothing-into-customizable-clothing
docTags: 
createdAt: 2024-09-02T08:34:13.133Z
---

# STEP 1 : Preparing for rigging

Load the baseBody and the modeled clothing object, then align the costume well to the mask.

- Load in the Import Options window after selecting use namespaces and merge into the selected namespace.


  ![2880](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-hKsrzYuYPFhcmTLPW9Yl3-20240904-102327.jpg)

Select the necessary scale joints and add using the Skin > Edit Influences > Add Influences menu.

:::hint{type="danger"}
**❗️ caution**

Make sure to check Weight locking in the options. If this option is not checked, the weight values will not be set correctly.

:::

![1440](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-AKcIPmiGh9ATGDoQp99bQ-20240904-102328.jpg)

Use the Paint Skin Weights tool to move all weight values to \[jointName] > \[jointName]\_scale.

- This is not applicable to the head, foot, and hand joints.
- During this process, hold all joints aside from those that will be moved to prevent unintended repositioning.

:::hint{type="success"}
**👍&#x20;**&#x49;t may be hard to paint weights for the shin and upper arms. It will be easier to copy the mask weight after slightly moving the lowerArm(Leg)Twist\_scale joint. (Select the vertices of the applicable area)
:::



![2880](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-VeE1rFmm1jnpQWrffVHLB-20240904-102327.jpg)

- In order for the shins and wrists to deform smoothly, the values of the lowerArm(Leg)Twist and lowerArm(Leg)Twist\_scale must be similar to that of the mask weight.


  ![2262](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-9reDmiJeVDyFMRFR02-VV-20240904-102327.jpg)
- The weight value of the hips joint must be 0.


  ![1440](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-pf19QF1LXeIxV4-YZRP_w-20240904-102328.jpg)

# STEP 2 : Figuring weights

Move each joint one by one and edit the parts that collapse or have incorrect weights applied.

- Modify the scale value of the scale joints and check for problems upon deformation.

Unnecessary joints, aside from the hips joint, should be removed by Skin > Edit Influences > Remove Influences.

# STEP 3 : Finishing

Do the unBindSkin process for the mask (mask).


![2880](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-rd34w0Z1oHHLJL_08w_ME-20240904-102328.jpg)

Select the clothing object, joint (hips), and mask (mask). Then click Export Selection to save them as a .fbx file.




![2880](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-lzWEz_jfAOwxqsw_gYT5m-20240904-102327.jpg)

:::hint{type="danger"}
**❗️&#x20;**&#x42;efore the next step, insert the animation key in Unity and make sure there are no issues.
:::

