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Question by jellyjamboree · Apr 20, 2021 at 03:12 PM · blenderfbxriggingclothingcharacter customization

Trying to make character and clothing in different files with the same rig

I'm currently making a game that relies heavily on character customization. Many different tops, bottoms, hairstyles, etc. In my old workflow, I had the main character as well as all of the customization items in the same Blender file. Which made it take forever when exporting an fbx, and it took Unity forever to recompile it whenever the smallest change was made.

With my new workflow, I'm hoping to create all the clothing in separate blender files. I've heard that that was possible to do as long as both the character and the clothing item use the same armature, but I can't seem to get it to work properly. I import the original model rig, bind my clothing onto that armature and export the two as an fbx. I import that fbx into Unity. So now the scene has 2 rigs in it. I can't just parent the clothing onto the main rig and change the root bone. It doesn't animate along with the rest of the rig. I found a script from this post here that seemed to actually work pretty well. The problem is, the clothing item still requires the old rig to remain in the scene for some reason. If I delete the rig, the item suddenly becomes invisible.

TLDR: I want to make my clothing items in separate Blender files from my main character and still have them follow the same rig in Unity.

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