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Refit clothes: put an outfit made for another avatar on yours. Skeleton fit, surface fit, weights and binding to your rig, in one press, with a progress bar. Cloth inside the body is pushed out, tight cloth is drawn on, loose cloth is left loose, and hems and collars come out clean. Trousers and other tight clothes stay smooth at the waist: a hidden cap or pocket bag inside the body is left alone.
Refit keeps layers apart: every garment is stopped by the ones fitted under it the way the skin stops it, so a jacket does not sit inside a shirt. What was tucked in (a shirt hem in trousers) stays tucked in.
Refit keeps hard parts hard: shoes, helmets, bags, ties, buckles and badges keep their shape and move as one block, onto the body and over the clothes under them. A belt, a frill or a cuff that is a piece of its own rides along with the cloth under it.
Refit settles each garment with Blender's own cloth after the fit: stiff, held to the shape it has, colliding with your skin, so a suit stays a suit. Only cloth lying near the skin is settled, linings and loose cloth are held. It never pushes cloth into the body, blendshapes are left alone, props and hard parts are skipped, and a result that comes out torn is smoothed or thrown away. Settle with cloth and Stiffness are in the panel.
Refit can finish the job: hide carried props, list the clothes in layer order, make the fit shapes and switch them on. Each step is optional.
Unity: right-click a model, a prefab or an object and pick KAT > Send to Blender. It writes the sync file with the materials and textures as they are on that object, ready for Blender to pick up on import. The sync file also says whether each material is opaque, cutout or transparent, so Blender shows a texture's alpha only where Unity uses it.
Merge armatures merges what matches: a Hips in both is one Hips, the weights go to the base bone and what hung from it hangs from the base bone. Options: keep or fold the extra bones, apply transforms, join meshes, remove unused bones, clean shape keys. Pick the two armatures in the panel.
Bone merging: pick one chain (an ear, a tail) or all, send the weights to the parents or to the active bone, keep the merged bones, only touch visible meshes. A Delete box for bones without weights (twist and hidden bones can be kept), constraints and empty vertex groups, and Connect bones.
Missing textures are looked for automatically when a .blend opens and after Refit, next to where the model came from. The Find missing textures button only asks for a folder when something is still missing.
Updated
The panels follow the order you work in, and related ones sit inside each other: Face (Visemes, Blink & Eyes, Face tracking), Outfits (Refit clothes, Fit shapes), Optimize (Join & weld, Materials & atlas, Textures, Reduce triangles, Bone merging), World (Props).
Find missing textures and Sync textures from Unity moved to Textures. The panels inside others start open.
Refit no longer needs the skin to be listed first: it looks for it by name, and the button is always there once the outfit's armature is picked.
Unity no longer writes the sync file by itself unless you turn it on.
The Optimization panel is called Optimize.
Fixed
Sync textures from Unity put the wrong textures on meshes that had been joined or atlased since Unity wrote the file. It now skips them, and skips materials KAT made in the atlas step.
Deleted
Buttons that were there twice: Fix model and Check avatar in Quick access, Check and Name humanoid bones in the Pose panel, and the rank line in Quick access.