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All Features

A complete reference of everything included in Skinned Mesh Separator.


Editor Window

Accessible via Tools → Skinned Mesh Separator. Dockable anywhere in the Unity editor layout.


Bone Assignment

Field Purpose
Skinned Mesh Renderer The source character mesh to extract from
Head Bone Root bone for the head region
Left Shoulder Bone Root bone for the left arm
Right Shoulder Bone Root bone for the right arm
Other Bone Any additional custom bone region
Include Child Bones Whether to include all child bones in extraction

Auto-Find Bones

Scans the rig's full bone array and matches common naming patterns for head and shoulder bones. Supports:

  • Whitespace, underscore, and hyphen separators
  • Case-insensitive matching
  • Common conventions: Bip01, mixamo, standard humanoid, and more

Console output confirms which bones were found and which were not.


One-Click Read/Write Toggle

Enables isReadable on the source mesh's ModelImporter and triggers an asset reimport — all from within the tool window. No need to navigate to the FBX import settings manually.


Preset Extraction Buttons

Six preset buttons covering the most common workflows:

  • Keep ONLY Head
  • Remove Head (Keep Body & Arms)
  • Keep ONLY Arms
  • Remove Arms (Keep Body & Head)
  • Keep ONLY Other Part
  • Remove Other Part

Mesh Processing

  • Reads BoneWeight data per vertex to identify influenced vertices
  • Filters triangles per submesh — preserves submesh structure
  • Outputs a new Mesh asset via AssetDatabase.CreateAsset
  • Logs removed triangle count to the Console

Supported Mesh Types

  • Any SkinnedMeshRenderer with Read/Write enabled
  • Humanoid, Generic, and Custom rigs
  • Meshes imported from FBX, OBJ, Blender, Maya, 3ds Max, and any standard format
  • Any vertex count
  • Multi-submesh meshes

Package Contents

  • SkinnedMeshSeparator.cs — full C# source, commented
  • Documentation / usage guide
  • All source code is included and editable