yes that video is what you want ,
I have been doing this for a awhile. what i do is expert the clothing separate from the character.
then in unity I ad a script with the fallowing code to the clothing game objects with skin mesh renderers
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Equipmentizer : MonoBehaviour
{
public SkinnedMeshRenderer TargetMeshRenderer;
void Awake()
{
Dictionary<string, Transform> boneMap = new Dictionary<string, Transform>();
foreach (Transform bone in TargetMeshRenderer.bones)
boneMap[bone.gameObject.name] = bone;
SkinnedMeshRenderer myRenderer = gameObject.GetComponent<SkinnedMeshRenderer>();
Transform[] newBones = new Transform[myRenderer.bones.Length];
for (int i = 0; i < myRenderer.bones.Length; ++i)
{
GameObject bone = myRenderer.bones[i].gameObject;
if (!boneMap.TryGetValue(bone.name, out newBones[i]))
{
Debug.Log("Unable to map bone \"" + bone.name + "\" to target skeleton.");
break;
}
}
myRenderer.bones = newBones;
}
}
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note this dose not work for accessories.
- expert your character necked .
- expert clothing with character hiden and delete hiden mesh
- in unity set clothing to be child of the necked character
- add script to clothing objects
- set the parameters in the inspector for the (adding the avatars body to TargetMeshRenderer )
and good to go. - and good to go.