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

  • $\begingroup$ Your file isn't showing up on paste bin. Please add it directly to your question (How to add a blend file) Also, MakeHuman has several options for what kind of rig to export, and there are two different ways of importing a MakeHuman character into blender. Can you add those steps to your explanation? $\endgroup$ Sep 8, 2021 at 0:32

1 Answer 1


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).

  • $\begingroup$ 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, 2015 at 15:16
  • $\begingroup$ i.imgur.com/KsjrGyQ.png $\endgroup$
    – 835
    Jul 24, 2015 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, 2015 at 6:01

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