PUT IT ON – Clothing Fitting & Weapon IK
PUT IT ON offers a quick solution to convert mesh to skinned mesh and transfer skinned mesh from another character. Weapon IK function helps to fix character hand position for weapon animations.
by StarFlow Studio
Price History +
Fit clothing to your characters and refine how they hold weapons—all inside Unity. Turn static clothing meshes into skinned clothing, transfer skinned garments between characters, and fine-tune weapon grips for different animations.
Expand your character customization options and get more use out of your existing clothing and weapon assets. User friendly, easy to use, no coding needed, no steep learning curve.
If you are looking for Skinned Mesh/Mesh optimization solution: Simple Mesh Pro Edition
This asset does not include any models from tutorial video or marketing images.
What exactly does this asset do:
Clothing Fitting & Skinning
- Bring static clothing into motion. Convert armor and clothing that use Mesh Renderers into skinned meshes that follow your character’s animations.
- Reuse clothing across characters. Transfer existing skinned garments to another character, with tools to adjust their placement, proportions, and fit.
- Choose the fitting method that suits your model. Fit against the character’s body surface, or use skeleton-based fitting for compatible skinned clothing.
- Refine the result. Adjust fitting parameters, limit fitting to selected body regions, and use the local brush with mirror support for targeted corrections.
- Check the fit in motion. Preview animations and pause at a specific pose to refine problem areas before saving.
- More than just clothing fitting: Skinned mesh transfer and fitting function can also be used to fix issues like model clipping.
Weapon Grips & IK
- Improve two-handed weapon contact. Adjust grip position and rotation to help the hands stay aligned with the weapon during animation.
- Control when the other hand holds or releases. Set animation-specific holding times and blend durations.
- Customize grips for different animations. Keep a default weapon grip and add per-animation overrides where a different hand placement is needed.
- Keep your setup organized. Store animation timings and grip overrides in assets, with a lightweight runtime IK component applying the saved setup.
Designed for practical iteration
Preview, adjust, and save through a focused editor workflow. PUT IT ON helps you adapt existing assets efficiently, while providing manual controls for the areas that need extra attention.
Tested on 6000.4.2, package incldues runtime scripts and processing plugin.
Limitations:
- Results depend on mesh shape, skeleton compatibility, and differences between characters. Some clothing may require additional fitting or local brush adjustments.
- If the target mesh has significant shape difference than the target character, the result may be less ideal. For example, a tiny outfit trying to fit for a large character, in this case the transfer may not be very ideal.