---
title: "UModeler X : Rigging in Unity"
content_type: tutorial
url: "https://learn.unity.com/course/getting-started-with-umodelerx/tutorial/rigging-in-unity?language=en"
language: en
container_type: course
container_title: "Getting started with UModelerX"
container_url: "https://learn.unity.com/course/getting-started-with-umodelerx.md?language=en&version=6.0"
standalone_markdown_url: "https://learn.unity.com/tutorial/rigging-in-unity.md?language=en&version=6.0"
previous_title: "UModeler X : Paint your game assets in Unity"
previous_url: "https://learn.unity.com/course/getting-started-with-umodelerx/tutorial/paint-game-assets-in-unity?language=en&version=6.0"
previous_markdown_url: "https://learn.unity.com/course/getting-started-with-umodelerx/tutorial/paint-game-assets-in-unity.md?language=en&version=6.0"
difficulty: beginner
duration_minutes: 25
unity_version:
  - "6.0"
supported_unity_versions:
  - name: "6.0"
    url: "https://learn.unity.com/course/getting-started-with-umodelerx/tutorial/rigging-in-unity.md?language=en&version=6.0"
last_updated: "2026-08-04T14:24:31.000Z"
---

# UModeler X : Rigging in Unity

This tutorial teaches character rigging in Unity with UModeler X, from mesh conversion and bone setup to weighting and animation preview.

This tutorial guides you through the basics of character rigging in Unity using UModeler X.

You’ll learn how to convert meshes, create and edit bones, apply auto weighting and weight painting, reset poses, and verify rigging results.

The tutorial also covers setting animation types and previewing animations using Unity’s rig configuration tools.

## Materials

- [UModeler X Pro Asset](https://assetstore.unity.com/packages/tools/modeling/umodeler-x-pro-330215)
- [UModeler Discord](https://discord.com/invite/jvZmTkKbfF)

## 1. Overview

[Video](https://youtu.be/fDUhC9YqwR8?si=tdwU-o6m6hhz2qkB)

This tutorial introduces the basics of character rigging in Unity using UModeler X.

You will learn how to convert meshes, create and edit bones, and apply auto weighting and weight painting.

The tutorial also covers resetting poses, verifying rigging results, and setting animation types to preview animations using Unity’s rig configuration tools.

The character can be downloaded [here](https://drive.google.com/file/d/1X_u9O4G_J7WUx3yYFJ0SRHRmM88spxiP/view?usp=drive_link).

## 2. Enter Rigging Mode

**Rigging Mode** lets you add/edit bones and perform skinning for animation.

In **Rigging** **Mode**, you can assign weights to vertices and edit those weights to achieve the model’s movement.

# 1\. Prepare a model with modeling and UV unwrap completed

Before you start rigging, make sure modeling and UV unwrapping are complete.

Modeling creates the shape of the 3D model, and UV unwrapping maps textures properly onto the surface.

Only models that have completed these two steps can be rigged.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%22abb3bd7c483a%22%5D.body%5B_key==%22df9245439d25%22%5D.image/7.Rig_01_UModelerize_20260108_050613.png)

Right-click the character model you want to rig and select **UModelerize**.

You can also use the **Mesh Ops button (highlighted in red)** to perform UModelerize more conveniently.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%22abb3bd7c483a%22%5D.body%5B_key==%221f488c1ff03d%22%5D.image/7.Rig_02_RenameRoot_20260108_050658.png)

## Setting up the Root Bone

The first step is to set up the **Root Bone**, which defines the highest-level bone structure of the model.

**1.** Right-click in the **Hierarchy** and select **Create Empty**.

**2.** Position the empty GameObject at the model’s **Bottom Center (0, 0, 0)**.

**3.** Rename the GameObject to **root** for clarity.

# 2\. Enter Rigging Mode

Once modeling and UV unwrapping are complete, enter **Rigging Mode**. **Rigging Mode** provides various tools needed for rigging, such as bone creation and weight editing.

The first step is to set the **Root** **Bone**, which specifies the highest-level bone structure (root) of the model.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%22abb3bd7c483a%22%5D.body%5B_key==%2258d4d63ded67%22%5D.image/7.Rig_03_RootDrag_20260108_050843.png)

Assign the root object to both the **Animator** **Root** and **Root** **Bone** slots, then select **Start** **Rigging** to enter **Rigging** **Mode**.

## 3. Create a structure and generate bones

A **bone** controls the movement of a 3D model and acts as its **skeleton**.

When creating bones, you need to define their **positions** and **hierarchical connections**.

**UModeler X** provides the **Build Bones** tool to make this process easier.

The Build Bones tool uses predefined structures to help you quickly build bone hierarchies.

## How to Use the Build Bones Tool

**1.** Run the **Build Bones** tool.

**2.** In **Structure**, select a predefined bone setup (**Limb, Human, Quadruped)**.

**3.** Select **Start Building**.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2278de8eaf8a44%22%5D.body%5B_key==%22b1f31309d4c4%22%5D.image/7.Rig_04_BuildBoneClick_20260108_051016.png)

**4.** Move the displayed bone guide to fit your model.

**5.** When the guide is in place, click **Make Bones** to generate bones.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2278de8eaf8a44%22%5D.body%5B_key==%220b5a4f1f9394%22%5D.image/7.Rig_05_BuildBoneEX_20260108_051052.png)

Bones are created according to the guide.

## 4. Proceed with rigging

## Auto Weight tool

The Auto Weight tool is commonly used as the first step in skinning to quickly generate an initial weight setup, which can then be refined using the Weight Brush tool.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2255703610e744%22%5D.body%5B_key==%22e74a58dcee79%22%5D.image/7.Rig_08_AutoWeight_20260108_051240.png)

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2255703610e744%22%5D.body%5B_key==%22a26a5c94bc56%22%5D.image/7.Rig_09_ShiftClick_20260108_051310.png)

To use the **Auto** **Weight** tool, follow these instructions:

**1.** Run the **Auto Weight** tool.

**2.** Set the **Blending** **Width** property to **0.075**.

**3.** Select **Apply** **Auto** **Weight**.

**4.** Hold the **Shift** key and select a specific bone to preview and verify the **Auto** **Weight** result on the model.

## Weight Brush tool

The **Weight Brush** tool lets you paint vertex weights onto the selected bone.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2255703610e744%22%5D.body%5B_key==%2219d558669df6%22%5D.image/7.Rig_10_WeightBrush_20260108_051354.png)

To use the **Weight Brush** tool, follow these instructions:

**1.** Select the **target bone** in the **Scene view** or **Bone Tree**.

**2.** Run the **Weight Brush** tool.

**3.** Set the **Weight value** to control how strongly the selected bone affects the vertices.

**4.** Click and drag on the **model surface** to apply weights.

**Warmer colors** indicate stronger influence, while **cooler colors** indicate weaker influence.

**5.** Adjust the **Weight value** and repeat the process as needed to refine the result.

The weight is then applied to the vertices.

## Reset Poses Tool

The **Reset Poses Tool** resets the position and rotation of moved bones, returning them to their original default pose.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2255703610e744%22%5D.body%5B_key==%2243ea5a029f63%22%5D.image/7.Rig_11_ResetPose_20260108_051447.png)

## Edit Bones tool

The **Edit Bones** tool lets you edit bones—add, delete, or detach them. To use the **Edit Bones** tool, follow these instructions:

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2255703610e744%22%5D.body%5B_key==%22f6352ce6d268%22%5D.image/7.Rig_07_EditBone_20260108_051530.png)

**1.** Run the **Edit Bones** tool.

**2.** In the **Scene** or **Bone Tree** area, select the bone you want to edit.

**3.** Use the buttons in the **Properties** area to edit the selected bone, such as renaming the bone, adding child bones, or deleting existing bones.

## Weight Mirror Tool

The **Weight Mirror Tool** copies vertex weights symmetrically from one side of the model to the other.

Use this tool to mirror the adjusted vertex weights from one side of the model to the opposite side.

If the desired mirror direction is reversed, enable the **Flip** option.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2255703610e744%22%5D.body%5B_key==%22c6524af8080f%22%5D.image/7.Rig_12_WeightMirror_20260108_051631.png)

## 5. Verifying the result

Once rigging is complete, you can **export your rigged object to FBX and apply animations** to verify that **rigging and skinning have been applied correctly**.

To export your rigged object to FBX, follow these instructions:

**1.** In the **Hierarchy** window, right-click the mesh and select **Export To FBX**.

- If the menu is not available, install the **FBX Exporter package** via the **Package Manager**.

**2.** In the export dialog, select a destination folder, leave the other settings at their default values, and click **Export**.

**3.** Confirm that the FBX file has been created in your project folder.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2242c0915e594d%22%5D.body%5B_key==%22badbf2ac86ff%22%5D.image/7.Rig_13_ExportToFBX_20260108_051856.png)

**4.** Select the FBX file, and in the **Rig** section, change **Animation Type** from **Generic** to **Humanoid**, then select **Apply**.

**5.** Select **Configure** to verify that bones and weights are set up correctly.

**6.** **In the Muscles & Settings section**, adjust the **Open/Close** and **Left/Right** controls to preview basic **character movements** and check whether the rig deforms correctly.

![](https://storage.googleapis.com/learn-platform-bucket-production/tutorial/dd3ea750-65ee-425b-b646-cd41c04ec70d/versions%5B_key==%22e306f997429b%22%5D.sections%5B_key==%2242c0915e594d%22%5D.body%5B_key==%22f5f8a9530179%22%5D.image/7.Rig_14_Result_20260108_051930.png)

## 6. Next steps

You now know the basics of UModeler X.

To continue improving your skills, we recommend exploring other tutorials or applying what you’ve learned to your own projects.
