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Rigging - Making Existing Clothing Into Customizable Clothing

Preparing for Rigging

  1. Load the baseBody and the modeled clothing object, then match up the clothing item with the mask.
  2. Bind or transfer the clothes to the armature object. You may need to make a duplicate armature object to bind the clothing item to an alternate non-T-pose.
  3. Use the Weight Painting tools to move all weight values to [boneName] > [boneName]_scale vertex groups.
  • This is not applicable to the head, foot, and hand bones.
  • During this process, hide the bones that won’t be moved to prevent unintended repositioning.
  • In order for the shins and wrists to deform smoothly, the weight values of the lowerArm(Leg)Twist and lowerArm(Leg)Twist_scale must be similar to the weight values of the mask.
  • While the hips bone should be present, it shouldn’t have any influence on the mesh.

Correcting Weights

  1. Move each joint one by one and edit the parts that collapse or have incorrect weights applied.
  • Modify the scale value of the scale bones and check for problems upon deformation.


  1. Remove the armature modifier from the mask (mask).
  2. Delete unused bones. Do not delete the hips bone.
  3. Select the clothing object, armature, and mask (mask). Export the selected objects to an FBX.

Before the next step, insert the animation key in Unity and make sure there are no issues.