Rigging and Skinning Tools for Unity Workflows
Build bone hierarchies, paint weights, transfer skinning work, and prepare meshes for handoff into the Unity Animator — without leaving the editor.
Rigging Usually Means Leaving Unity
Building a skeleton in one app and testing it in Unity means the rig you set up and the animation you preview are always a round trip apart.
What the round-trip rig costs
- Bone hierarchies are built in a separate application, then exported and hoped to import cleanly.
- Skin weights look fine in the other tool but deform differently once they reach Unity.
- Every weight tweak means another export, re-import, and re-test cycle.
- Preparing a mesh for the Unity Animator becomes a checklist across two toolsets.
What rigging inside Unity changes
- Build and adjust the bone hierarchy directly on the mesh in the Unity Editor.
- Paint and transfer skin weights and see deformation in the same environment.
- Iterate on the rig in place, so adjustments and testing stay close together.
- Prepare meshes for the Unity Animator without a separate application in the loop.
Build the Rig, Then Hand It to the Animator
A rigging and skinning flow that stays inside Unity, from skeleton to Animator handoff.
Build the skeleton
Lay out a structured bone hierarchy on the mesh.
Skin the mesh
Bind the mesh to the skeleton and set up vertex influence.
Paint & transfer weights
Refine deformation and transfer weights to speed up similar meshes.
Hand to the Animator
Prepare the rigged mesh for the Unity Animator workflow.
Rigging and Skinning, Inside Unity
Bone hierarchy control, skeletal editing, weight painting and transfer, and a path into the Unity Animator.
Efficient Skeletal Edit & Build Tools
Add, position, and edit bones with build tools in the editor.
Expressive Weight Painting & Transfer
Paint skin weights for smoother deformation and transfer weights between similar meshes.
Integration with the Unity Animator
Prepare rigged meshes for the Unity Animator workflow.
Why Rig Inside Unity
Rig on the Mesh in Context
Build and adjust the skeleton directly on the model in Unity.
Fine-Tune Deformation
Weight painting shapes how the mesh bends and follows each bone.
Reuse Work with Weight Transfer
Carry rigging work forward between similar meshes.
Straight into the Animator
Prepare rigged meshes for the Unity Animator in one project.
Where the Rigging Toolkit Helps
Character & creature rigs
Build bone hierarchies and skin characters and creatures.
Preparing meshes for the Animator
Set up rigged meshes for animation workflows.
Adjusting imported & AI-generated meshes
Adapt meshes that need project-specific rig work.
Iterating on deformation
Refine how a mesh bends and responds to the skeleton.
Frequently Asked Questions
Can I build rigs inside Unity?
Yes. UModeler X provides rigging and skinning tools for building and adjusting rigs inside the Unity Editor.
Does rigging happen automatically?
No. Rigging may require project-specific review or refinement.
Can I prepare assets for the Unity Animator?
Yes. The workflow is designed to help prepare rigged meshes for the Unity Animator.
Explore More
All-in-One Unity Workflow
Model, edit, UV, paint, and rig in one editor.
Fast 3D Modeling Inside Unity
Draw and push-pull geometry directly in Unity.
UV Editing & Texture Painting
Unwrap and paint directly in Unity.
Build and Adjust Rigs Inside Unity
Build, adapt, and refine 3D assets directly inside the Unity Editor.