Making characters with changes of clothes

English is not good, but I want you to forgive.

I want to switch clothes of the character made with fbx to clothes made with another fbx.
I want to do animation. Clothes exist innumerably.

The character and clothes were prepared with separate fbx in quite same bone.
However, the mesh has failed when the mesh reference is replaced.

How should I make it?

The solution is not too complicated but kinda hard to figure out. Anyway, here is the soltution:

[Shared skeleton and animation state][1]

Also check this question thread from myself which I found the answer to:
[Weightless bones don’t get added to SkinnedMeshRenderer bone array?!?][2]

Finally, here is my modified script based on the code from the first link.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class test : MonoBehaviour {

	public GameObject target;
	public Transform rootBone;

	//bones List gets all bones from the SkinnedMeshRenderer at Start()
	public List<Transform> bones = new List<Transform>();   
	//boneArray Transform gets filled in the assign function. It has to have the same bones in it as the bones List, or there will be an error.
	//If the main body mesh is missing any bones, try giving them weights or keyframes and export again.
	public Transform[] boneArray;

	void Update() {

		if(Input.GetKey(KeyCode.Space))	{
			if(target != null) {

	void AssignToActor() {

		//parent object to actor just in case, and move it there (although the bone movement technically takes care of it)
		transform.parent = target.transform;
		transform.localPosition =;

		SkinnedMeshRenderer targetRenderer = target.GetComponent<SkinnedMeshRenderer>();
		Dictionary<string, Transform> boneMap = new Dictionary<string, Transform>();
		foreach(Transform bone in targetRenderer.bones) {
			boneMap[] = bone;
		SkinnedMeshRenderer thisRenderer = GetComponent<SkinnedMeshRenderer>();

		boneArray = thisRenderer.bones;

		for(int i = 0; i < boneArray.Length; i++) {

			string boneName = boneArray*.name;*

_ if(boneMap.TryGetValue(boneName, out boneArray*) == false) {_
Debug.LogError("failed to get bone: " + boneName);_

* //Debug.Break();*
* }*
* }*
* thisRenderer.bones = boneArray; //take effect*