Common Workflows¶
Practical step-by-step guides for the most common use cases.
First-Person Body Setup¶
Generate a headless body mesh for a first-person game where the camera would clip through the character's head.
- Open Tools → Skinned Mesh Separator
- Assign the full-body
SkinnedMeshRenderer - Click 🔍 Auto-Find Bones (or assign the Head bone manually)
- Ensure Include Child Bones is enabled (to capture jaw, eyes, etc.)
- Click Remove Head (Keep Body & Arms)
- Save the mesh as
Character_BodyNoHead - Assign
Character_BodyNoHeadto theSkinnedMeshRendererused in your first-person camera setup
The body will animate correctly on the original skeleton without rendering a head in the player's view.
Modular Character System¶
Create separate mesh assets per body region for a character customisation system where players can swap body parts or hide regions under clothing.
- Run the tool multiple times on the same source
SkinnedMeshRenderer:- Keep ONLY Head →
Character_Head - Remove Head →
Character_Body - Keep ONLY Arms →
Character_Arms
- Keep ONLY Head →
- Assign each mesh to its own
SkinnedMeshRenderer, all sharing the same skeleton/rig - Toggle
SkinnedMeshRenderer.enabledat runtime to show/hide each region
Tip
This approach avoids duplicate animated characters — all SkinnedMeshRenderers can share the same Animator and bone hierarchy.
Extracting a Custom Body Region¶
Use the Other Bone field to extract any part of the mesh — a leg, a tail, a backpack, or any accessory.
- In the Other Bone field, drag the root bone of the region you want (e.g. the
Thigh_Lbone for the left leg) - Enable Include Child Bones to capture the full leg (shin, foot, toes)
- Click Keep ONLY Other Part or Remove Other Part depending on what you need
- Save the result
LOD Mesh Generation¶
Reduce draw call complexity by creating a simplified lower-body or upper-body mesh for distant LOD levels.
- Extract the lower body using the Other Bone field (assign
HipsorSpineas the root) - After saving, import the mesh back and apply a Unity Mesh Simplifier or similar to reduce poly count
- Assign the simplified mesh as a lower LOD level in a
LODGroupcomponent
Gameplay Dismemberment Setup¶
Pre-separate body parts for a damage system where arms, legs, or the head can detach.
- Extract each body region as a separate mesh asset (Head, Arms, LeftLeg, RightLeg, Torso)
- At runtime, disable the original
SkinnedMeshRendereron hit - Spawn the appropriate pre-extracted mesh as a
MeshRenderer(no longer needing to be skinned) with physics applied
Editor-only tool
Skinned Mesh Separator runs in the Unity Editor only. The mesh splitting happens at author time — the extracted .asset files are what you use at runtime. See Limitations for details.