Equipment Fit Sculptor
Equipment Fit Sculptor is the in-Scene fitting tool for skinned equipment. It is designed as a lightweight Blender/MMD-style workflow directly inside Unity for character customization iteration.

What It Is
The sculptor lets you:
retarget and preview equipped meshes in editor with runtime-aligned mapping behavior
sculpt fit deltas on equipment (and selected body meshes)
project equipment to body surface to reduce clipping
run skinned-safe orientation bake for cross-rig axis fixes
save non-destructive fit data back to
EquipmentManager
What It Is Not (Yet)
The sculptor is currently focused on fit and deformation editing (vertex deltas + orientation fixes). Topology editing / mesh cutting style vertex workflows are planned as a future addon.
Where To Open It
Select your character
EquipmentManager.Expand a registered equipment entry.
Click
Open Equipment Fit Sculptor.
Data and Runtime Integration
Sculpt results are stored as data, not destructive mesh edits:
equipment mesh fit deltas are stored in
EquipmentPrefab.fitAdjustmentsbody mesh fit deltas are stored in
EquipmentManager.bodyFitAdjustments
At runtime, EquipmentManager applies this by injecting/using a _FitSculptor blendshape on cloned meshes and setting it active.
Core Workflow
Select the target mesh in the
Equipmentdropdown.Click
Start Sculpting.Run
Projectfirst for gross collision fixes.Refine with
Push/Pull,Smooth,Sliders, and/orTransform.Use
Undo/Redowhile iterating.Click
Save.Validate in play mode.
If cross-rig orientation is wrong, use
Skinned-Safe Orientation Bake.
Sculptor UI Overview
Equipment dropdown
Choose an equipment entry or a body mesh ([Body])
Edit Additional Meshes
Multi-select additional meshes and edit together
Start Sculpting / Stop Sculpting
Enter/exit paint/edit mode
Tool toolbar
Project, Push/Pull, Smooth, Sliders, Transform
Show Delta Overlay
Visualize edited areas
Adjusted vertices / Unsaved meshes
Live edit stats
Undo / Redo
Non-destructive step history
Save
Async save of sculpt data
Reset All
Clear all deltas for currently loaded meshes
Close Sculptor
Closes tool and saves with progress
Tool Reference
Project

Surface Offset: target gap from body surfaceAuto-Project All Vertices: pushes penetrating equipment vertices outward to body surface + offset
Best used as first pass before manual sculpting.
Push/Pull

Brush-based normal editing:
LMB: push outwardShift + LMB: pull inward
Controls:
Brush RadiusBrush StrengthSymmetry(None,Horizontal,Vertical)
Smooth

Brush smoothing for existing deltas:
LMB: smooth toward neighboring deltas
Uses same brush controls as Push/Pull.
Sliders

Region-driven fitting without direct brush work.
Includes:
Global:
Vertical Offset,Horizontal Offset,Depth Offset,Uniform ScaleArchetype Mix:
Hourglass,Bulky,Linear,Pear,InvertedTriangle,SlimPer-Bone Regions:
Inflate,Scale,Vertical,Horizontal,DepthSync L↔Rfor mirrored region behaviorReset All Sliders,Copy,Paste
Transform

Unity-handle based vertex transform (Move, Rotate, Scale).
Controls:
Handle Space(Global/Local)Selection ScopeAll VerticesSelected Vertices
Paint Selection(when using selected scope)LMB: add selectionShift + LMB: remove selection
Paint Through: select front + back vertices through surfaceSelection RadiusSelect All,Clear SelectionReset Gizmo,Recenter Gizmo
Skinned-Safe Orientation Bake

When editing equipment entries (not body entries), the sculptor provides:
Bake Z+ -> Y+ [-90 X]Bake Z- -> Y+ [+90 X]Bake Custom DeltaviaCustom Euler Delta
Behavior:
For regular prefabs, the axis delta is baked into prefab hierarchy children.
For likely re-skinned prefabs with skip-root mode enabled, it updates
Manual Reskinned Axis Euleron the equipment entry.
Use this when cross-rig assets have wrong up/forward orientation.
Save and Close Behavior
Saveuses async chunked write flow to reduce editor stalls on large meshes.Close Sculptorperforms save with progress feedback to avoid freeze-like UX during heavy writes.
Troubleshooting
Sculptor preview and runtime differ
Cross-rig root/axis settings not aligned
Check Cross-Rig Tools, retest with Skinned-Safe Orientation Bake, Skip Runtime Root Alignment, and translation correction options
Transform paint select does not affect back side
Paint-through not enabled
In Transform tool, use Selection Scope = Selected Vertices, enable Paint Selection + Paint Through
Project tool does little
Mesh is already outside threshold
Increase Surface Offset or refine manually with Push/Pull
Heavy mesh save feels slow
Large delta arrays
Use Save periodically; rely on close progress bar for large final saves
You need topology/cut editing
Not in current scope
Use current fit/deformation tools for now; cutting workflow is planned as addon
Related Docs
EquipmentManager
Cross-Rig Tools and Troubleshooting
Body Culling and Mask Painter
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