Bake any armor or clothing piece once, then drop it onto any character — across different skeletons, body types, and rigs. Zero re-rigging. Zero headaches.STOP RE-RIGGING YOUR ARMOR.You've got a beautiful dress, a sleek breastplate, or a full-body suit — andthree characters who all need to wear it. Different skeleton names. Similarproportions. Different rigs. Normally you'd be staring down hours of work inyour DCC tool, bone-mapping by hand and hoping the weights survive the export.Modular Armor Baker fixes that.Bake your armor or clothing once, directly inside Unity, and get a prefab youcan drop onto any compatible character — right now, at runtime — with fullskeletal binding, perfect deformation, and zero clipping artifacts. Nore-rigging. No re-exporting. No guesswork.► HOW IT WORKSOpen the baker from Tools > Shadowed Souls > Modular Armor Baker. Drag in yoursource character, toggle the meshes you want to bake, choose your output folder,and click Bake. The tool produces:• A mesh data asset — a compact ScriptableObject capturing mesh snapshots,bone weights, and blend shape data.• A ready-to-use prefab — drop it onto any character in the Hierarchy.► WHAT HAPPENS WHEN YOU DROP THE PREFABModular Armor Bake handles everything automatically upon scene load:✓ Discovers the character skeleton up the hierarchy — no setup required.✓ Remaps bones intelligently, with built-in support for both UE4 and UE5naming conventions right out of the box.✓ Spawns depth-corrected sibling renderers that use a custom stencil pipelineto guarantee armor always sits cleanly on top of the body — no Z-fighting,no flickering skin pixels bleeding through a dress.✓ Synchronizes blend shapes every frame so the armor breathes, flexes, anddeforms perfectly in sync with the body underneath.✓ Cleans up everything if the prefab is removed or the character isdespawned — no leaking renderers, no orphaned materials.► THE HEADACHE IT SOLVESIndie games often ship with multiple body types, faction variants, orcustomization systems. Getting one artist-authored outfit to work across all ofthem is normally a per-character, per-outfit manual process. Multiplied across afull game's wardrobe, that's hundreds of hours of rigging, testing, and patching.Modular Armor Baker turns that into: bake once, drop anywhere.Whether you're building a character customization screen, an in-world lootsystem, or a demo that needs a quick costume swap — your artists create theoutfit, you bake it, your designers drop it. Everyone goes home on time.► KEY FEATURES• One-click baking — full pipeline inside the Unity Editor, no external tools• Drop-prefab runtime binding — works at edit time and play time• Cross-skeleton compatibility — automatic UE4/UE5 bone name remapping• Depth-correct stencil pipeline — body never bleeds through clothing• Live clipping controls — per-piece inflate sliders and body shrink adjust fit without re-baking• Blend shape synchronization — deformation stays perfectly in sync• Multiple mesh support — bake full outfit sets as a single prefab• Fully URP compatible — tested on Unity 6.3 LTS (Forward, Forward+, Deferred, Deferred+)• Clean teardown — no memory leaks, no renderer orphans► REQUIREMENTS• Unity 6.3 LTS or later• Universal Render Pipeline (URP)• Source characters sharing compatible skeleton structure(UE4 and UE5 naming conventions are automatically resolved)► QUICK SETUP (two steps total)1. Add the Armor Stencil Feature to your URP Renderer(s) and assign theincluded ArmorClipMask material and ArmorComformComputeShader compute shader. Takes about 30 seconds.2. Open the baker, bake your outfit, drop the prefab on your character.That's it! You're done and your character is ready to strut their new digs!Key Features:• Runtime skinned mesh rebinding — Mesh snapshots are resolved againstthe target character's SkinnedMeshRenderer bone array at instantiation time;no asset re-import or prefab variant required per character.• Automatic bone remapping — Modular Armor Baker normalizes UE4 ("thigh_l")and UE5 ("Thigh_l") naming conventions to a shared canonical form beforebinding, with a fallback fuzzy-match pass for custom skeleton names.• Stencil-based depth correction — a two-pass URP Renderer Feature writes a depth primer then overwrites it, eliminating Z-fighting and skin bleed-through without modifying source mesh normals or sort order.• Per-frame blend shape sync — Modular Armor Baker mirrors all blend shape weightsfrom the body SkinnedMeshRenderer to the armor renderers, keeping deformation in sync with zero authoring overhead.• Editor bake pipeline — Modular Armor Baker captures mesh snapshots, bone weights,and blend shape data into a single ScriptableObject; the editor window allows multi-mesh selection and custom output paths with one-click execution.• URP compatible — tested on Unity 6.3 LTS (DX12, Vulkan, Metal);runs on all URP rendering paths: Forward, Forward+, Deferred, and Deferred+; Built-in RP not supported.• Zero-leak teardown — Modular Armor Baker tracks all spawned renderers andmaterials in explicit lists; OnDestroy disposes every instance, preventingasset database pollution and memory leaks on character despawn.• Scripting backend: Mono and IL2CPP supported• C# source included — fully inspectable and extensible




