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Unity‐chan Costume ‐ Preparing for Export

wexiyeb618 edited this page Aug 27, 2026 · 2 revisions

Getting ready to export to Unity

Now, we'll do a few cleanup tasks to get the model ready for use in Unity.

Parenting the other costume pieces to meshGP.

First, make sure you're in Object Mode.

Like you did with the Hoodie, we need to parent Shirt and the Shorts.

Click on the Shirt in either the viewport or the side panel. Then, find the meshGP object in the side panel, and control click on it.

Then, go to Object -> Parent -> Object (you may need to scroll up in the menu to see this option).

Notice in the side panel that the Hoodie is now under meshGP. Remember that the order in which you click the objects matters, so if you get something unexpected, double check what order you clicked them in.

Repeat the same for the Shorts.

At the end, you should have a hierarchy that looks like this. image

Applying the transformations

Throughout the project, we've scaled, moved, and rotated objects to get them to fit.

Engage shading and physics work the best when things have default Transform values. We will need to Apply our tranformations.

Click on the Hoodie, and then twirl open this menu on the side of the viewport. Notice that the values for location are not all 0, and the scale is 0.010 for all the axes.

image

Now, go to Object -> Apply -> All Transforms.

image

Observe now that the location and rotation values are zeroed out, and the scale is all 1.000 across the board. (It's expected that the Dimensions are not zero here.)

image

Do the same for the Shirt and Shorts we have been working on.

You can safely apply transformations for all of the pieces under meshGP, but do not apply the Transforms for the uBody_Base0AF_c000 object.

It must have an X Rotation of 90 to work properly in the Unity project.

image

Exporting the costume

Recall how we brought in the Unity-chan costume from the FBX file. Now we will be exporting an FBX file for use in Unity.

First, hide all the objects that aren't in the Body_Base0AF_c000 object. Double check that everything underneath it, including the bones, are visible. Also, set the bones back to Rest position.

You should see something like this now: image

Then, go to File -> Export -> FBX

image

Under Include, choose Visible Objects.

For scale, type in 0.01.

Make sure animation is not checked.

Your settings should look like this:

image

Choose a place to save this file, then click export the FBX.

Next, we'll be setting up the Unity project needed to build the model to test in Engage.

Click here to continue to the next section.

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