I'm trying to use this program called MakeHuman which creates a rigged mesh for you, but I am trying to edit the mesh in Blender before using it in Unity. There are so many layers and complexity to the Blender scene that I don't know what to do, even given that I have done basic rigging manually before.

For simplicity in example, I would like to replace the head of the mesh with a cube. I believe what I must do is:

  1. Unparent the mesh from the rig (how do I do this properly?)
  2. Edit the mesh
  3. Re-parent the mesh to the rig
  4. Assign automatic weight painting

I've tried this before and what I get is my character floating in space in Unity, I believe because there is something wrong with the weight painting?

Please help!



enter image description here

Recently I've tried clearing all the Vertex Groups and modifier after Clear Parent, editing my mesh, then reparenting with automatic weight. When I go to bring this into Unity with animations put onto it, it just stands there. enter image description here


I think your steps should look more like the following:

  1. Edit the mesh

    1.1 - delete the vertices for the head

    1.2 - shift+a (to add) and select cube (while still in edit mode)

    1.3 - The cube should be selected. Place the cube (g button) to desired location.

    1.4 - make sure the vertices of the cube are still selected, and go into the "data" panel (icon is a polygon triangle thingy), find the vertex group named "DEF-head", and assign the cube vertices to that group (set slider to 1.0 and click "Assign" button).

| improve this answer | |
  • $\begingroup$ Hi @beiller, Thanks for the reply. I have tried this where I have: 1 - Imported the new "head" I want 2 - Selected the original mesh and deleted the weighted head vertices 3 - Joining the two meshes together 4 - Assigning the new vertices (all selected) to be weighted under the DEF-head vertices group $\endgroup$ – 835 Jul 24 '15 at 15:16
  • $\begingroup$ i.imgur.com/KsjrGyQ.png $\endgroup$ – 835 Jul 24 '15 at 15:26
  • $\begingroup$ Wow that looks super creepy! :) Make sure the armature is not a parent to the mesh (alt+p). We only want to use the "Armature" modifier, not parenting. Also when joining, try both orderings. I think the makehuman mesh should be the second one selected, but also try vice versa. $\endgroup$ – beiller Jul 27 '15 at 6:01

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.