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How Kisetter Works

Understand how Kisetter fits clothing to a target avatar through Pose Setup, Fitting, and Weighting.

きせった (Kisetter) 3.1.3 documentation

Kisetter does not reshape clothing in a single operation. It first prepares the bones, fits the mesh, and then recalculates the weights. This page explains what happens inside each stage rather than how to use each button.

Overall Workflow#

01Pose Setup

Prepare the clothing pose and bones for the target avatar.

02Fitting

Reshape the clothing mesh and reduce body intersections.

03Weighting

Rebuild the armature and recalculate vertex weights.

Stage Main work Output passed forward
Pose Setup Normalize the pose, duplicate the clothing, adjust bones Prepared clothing and body-shape difference data
Fitting Reshape the mesh, correct intersections, optionally edit by hand A saved Mesh Asset
Weighting Rebuild the armature and recalculate weights Final clothing ready for Unity

Kisetter works on a duplicate with a new mesh, so the original clothing is not modified. Finished Mesh and FBX files are saved under:

Assets/@Eden_Mesh/<Avatar Name>/<Clothing Name>

1. Pose Setup#

Pose Setup is the process of fitting the clothing to the Target Avatar as closely as possible before deformation begins.

01Find the Body Mesh
02Convert A Pose to T Pose
03Duplicate the clothing
04Validate source and clothing bone matching
05Adjust clothing bones for the target
06Collect body-shape difference data
  1. Find the Body Mesh — Kisetter locates the mesh that represents the avatar's body. If the avatar uses several Body Meshes, you may need to assign the required meshes manually.
  2. Convert A Pose to T Pose — The avatar and clothing are placed in the same T Pose reference.
  3. Duplicate the clothing — Kisetter copies the Source Clothes and creates new clothing for the target avatar.
  4. Validate the source outfit — Humanoid bones on the Source Avatar and clothing are compared to confirm that the clothing was made for that avatar.
  5. Adjust the clothing bones — Bone positions and sizes are adapted to the target using the differences between the two body shapes.
  6. Collect body-shape data — Kisetter prepares the data that the Fitting stage will use to deform the mesh.

If you see ClothesHumanoidMatchedBone is Null, check that the clothing Prefab has the correct Scale and that it is made for the selected Source Avatar.

Result of this stage: the clothing is ready to be reshaped using the target avatar's skeleton and body proportions.

2. Fitting#

Fitting is the stage where the clothing is naturally deformed to fit the Target Avatar.

01Collect clothing Mesh data
02Adjust helper bonesManual
03Correct body-shape differencesOptional
04Deform for each Fitting Iteration
05Correct intersections for each Body Correlation Iteration
06Edit the MeshManual
07Adjust bones, names, and PhysBones
08Save the Mesh as an Asset

Auto Fitting vs. Manual Fitting#

Mode Automatic processing Manual control
Auto Fitting Body-shape correction, mesh deformation, intersection correction, saving None
Manual Fitting The same core processing as Auto Fitting Adjust helper bones before fitting and edit the mesh afterward

Processing Order#

  1. Collect Mesh data — Read vertex positions and connectivity for each clothing mesh.
  2. Adjust helper bones (Manual Fitting) — Refine the overall silhouette before deformation begins.
  3. Correct body-shape differences — When Body Shape Matching is enabled, reduce larger differences between the source and target bodies.
  4. Deform the clothing — Move vertices according to their relationship with the Body Mesh for the configured number of Fitting Iteration passes.
  5. Correct body intersections — Find clothing vertices inside the Body Mesh and reduce intersections for the configured number of Body Correlation Iteration passes.
  6. Edit the Mesh (Manual Fitting) — Repair exposed areas or restore distorted regions with the shape restoration tools.
  7. Finalize the bones — Update Humanoid Bone names and positions for the target, then adjust PhysBone positions and Collider sizes.
  8. Save the Mesh — Store the result as a Mesh Asset for the Weighting stage.

Kisetter automatically compensates for body-shape differences where possible, but some clothing structures or large differences still require manual correction. Use Manual Fitting Mode to adjust the bones or mesh directly.

Result of this stage: a clothing mesh fitted to the target avatar and saved as an Asset.

3. Weighting#

Weighting makes the fitted clothing follow the target avatar's motion naturally.

01Collect clothing Mesh data again
02Rebuild the clothing Armature
03Recalculate weights
04Export FBXOptional
Complete
  1. Collect Mesh data again — Read the final vertex positions and connectivity after Fitting.
  2. Rebuild the Armature — Depending on the output setting, keep a clothing-specific Armature or connect clothing bones to the target Armature. Missing bones are created when needed. When the clothing Armature is preserved, Anchor Bones may be added to preserve rotation.
  3. Recalculate weights — Calculate and apply each clothing vertex's Weight using the target Body Mesh as the reference.
  4. Export FBX — When enabled, save the result as FBX and reconnect the clothing to the Mesh imported from that FBX.

Result of this stage: final clothing weighted for the target avatar's Armature and movement.

What to Check After Completion#

  • Confirm that the converted clothing is placed correctly under the target avatar in the Hierarchy.
  • Pose major joints such as the arms and legs in the Scene and check for intersections or severe deformation.
  • Confirm that the result was created in Assets/@Eden_Mesh/<Avatar Name>/<Clothing Name>.
  • If correction is needed, use Manual Fitting Mode. For persistent quality issues, see Tips for Improving Fit.