Rigging for a 3D model assistance

Hi guys, first time posting here. I have created a 3D model in blender based off an anime character that I want to use in a Unity game as a student project. I made a simple rig and tried to apply it with automatic weights and it made weird deforms to my model. I also tried other methods such as manual weight painting and vertex selection, neither give the correct result. This may be due to the fact that, even though it is a singular object now, it has multiple levels of mesh due to the clothes and coat. I’m happy to do my animations in either blender or Unity, that doesn’t matter, I just need to be able to use it as a character in my game. So does anyone know another way to get a model ready for use and animation in a Unity game that may work for me? Any suggestions would be great. I will share a few screenshots, if anyone needs the actual file to attempt anything please let me know in the thread. The images are the simple rig and when it is applied with automatic weights.

Thanks in advance!




Rigging characters can be a sensitive thing, especially when you add in complex clothing. Unity also limits the amount of bones each vertex can be weighted to, which is 4. There are some automatic rigging system, like Maximo’s, but I rig characters all the time, so I’ve never used it. Give it a try, but I have no idea if it cost money or not. Personally, I charge $50 - $100 to rig basic characters.

In that case, do you know of a way to either reduce the complexity of the model but not at the cost of the detail that has already been created? Or a way to animate the model in Unity/blender that doesn’t require a rig?

Sholland you need to eliminate the polygons below the clothing. Either before rigging which makes skinning easier, or at run-time by using alpha-masking. This is something you have to look into and learn a workflow for.

Beyond Mixamo (which I also do not use) Rigging and Skinning is a complex process and takes iterations and time to get right. My rates are similar to medhue’s.
It isn’t something you can click a button and get it to work. (Unless paying mixamo to do it for you).

If you have a contiguous model you need an animation rig, bones, skin to animate it.

The only type of 3D character you can animate without bones are segmented or stylized characters. But they still require a parent child setup to puppeteer properly.

Any other way is more complex. You are really almost there. Search Youtube for Blender weight painting, or rigging. You can even find videos I’ve done on weight painting by searching Youtube for Medhue Weight painting. Mine are mostly related to Secondlife, but all the same concepts apply.

I managed to reduce the polygons below the clothing a lot, now there is a lot less than there is on the clothes. Thanks to both of you for your suggestions, Medhue I will check out your weight painting videos. Now that the rig is somewhat simplified I will spend some time and try and weight paint it, and hopefully this way the model will move smoothly and not deform and cause the body to come through the clothing. Fingers crossed this will work. Thanks guys :slight_smile: