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
BoneWeightdata per vertex to identify influenced vertices - Filters triangles per submesh — preserves submesh structure
- Outputs a new
Meshasset viaAssetDatabase.CreateAsset - Logs removed triangle count to the Console
Supported Mesh Types¶
- Any
SkinnedMeshRendererwith 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