people-groupEquipment 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

  1. Select your character EquipmentManager.

  2. Expand a registered equipment entry.

  3. 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.fitAdjustments

  • body 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

  1. Select the target mesh in the Equipment dropdown.

  2. Click Start Sculpting.

  3. Run Project first for gross collision fixes.

  4. Refine with Push/Pull, Smooth, Sliders, and/or Transform.

  5. Use Undo/Redo while iterating.

  6. Click Save.

  7. Validate in play mode.

  8. If cross-rig orientation is wrong, use Skinned-Safe Orientation Bake.

Sculptor UI Overview

Section
Purpose

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 surface

  • Auto-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 outward

  • Shift + LMB: pull inward

Controls:

  • Brush Radius

  • Brush Strength

  • Symmetry (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 Scale

  • Archetype Mix: Hourglass, Bulky, Linear, Pear, InvertedTriangle, Slim

  • Per-Bone Regions: Inflate, Scale, Vertical, Horizontal, Depth

  • Sync L↔R for mirrored region behavior

  • Reset All Sliders, Copy, Paste

Transform

Unity-handle based vertex transform (Move, Rotate, Scale).

Controls:

  • Handle Space (Global / Local)

  • Selection Scope

    • All Vertices

    • Selected Vertices

  • Paint Selection (when using selected scope)

    • LMB: add selection

    • Shift + LMB: remove selection

  • Paint Through: select front + back vertices through surface

  • Selection Radius

  • Select All, Clear Selection

  • Reset 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 Delta via Custom 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 Euler on the equipment entry.

Use this when cross-rig assets have wrong up/forward orientation.

Save and Close Behavior

  • Save uses async chunked write flow to reduce editor stalls on large meshes.

  • Close Sculptor performs save with progress feedback to avoid freeze-like UX during heavy writes.

Troubleshooting

Problem
Likely Cause
Fix

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

  • EquipmentManager

  • Cross-Rig Tools and Troubleshooting

  • Body Culling and Mask Painter

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