Dress a UMA2 avatar at runtime

Hi, i need to dress a UMA2 character at runtime, as specified in the title, for a university project.
My application download several 3D models and textures locally from a web server.
Each 3D model is a t-shirt that i would like the avatar to wear.
I’m using “Runtime OBJ Importer”, which allows me to get the GameObject instance associated with each 3D model at runtime, and now i want to use this istance for dressing the character (i will deal with the management of the size of the character and the dress in the future).
So my question is: how can i dress the UMA2 character at runtime? If is not possibile with the GameObject istance, how can i dress the character from a 3D model stored locally?

Thanks in advice.

Have you gone through the getting started sections of their documentation to get familiar with how it works yet?

http://umadocs.secretanorak.com/doku.php?id=knowledgebase:getting_started#getting_started

If your shirt is in an OBJ file then it’s not rigged. That means that you’ll need to come-up with a way to rig it at run time. I imagine the easiest way might be to transfer the bone weights from your rigged character model to the nearest vertices on the shirt?

My project involves inserting 3D models of clothes from a website, which the unity application downloads and saves locally. Having OBJ 3D model is not the priority if i could find a method that allows me to import at runtime a rigged model (previously uploaded into the website), to be used to dress the avatar.

EDIT: I found the way to import at runtime the rigged 3D model exported to FBX, so the only thing I’m missing is how to dress the UMA2 avatar at runtime. In the documentation is written that is possible, citing wardrobe, etc. but i didn’t understand much and there are not many tutorials on the web.

hey, did you find a way to dress/undress characters on the runtime?
cheers