I would like to know how to write in bone weights so that I can link clothing to new bones. For instance I use a clothing item meant for a particular skeleton, in which I had rewritten bone names to unify all of these identical skeletons; identical except naming prior to rewrite. I can rewrite the bones for the SkinnedMeshRenderer to match the skeleton I intend it to use and it fixes it to the correct position. Code (CSharp): Transform bones = new Transform; bones = root; bones = root.GetChild(0); bones = bones.GetChild(0); skinnedMeshRenderer.rootBone = root; skinnedMeshRenderer.bones = bones; I did not have to rewrite these bone weights due to them being meant for this skeleton. Upon debugging there is 613 of these indexes*4/weights*4; however I cannot understand why so many for three bones or what their values represent nor how I would translate them for my needs. So when trying to translate a mesh bound to a different skeleton it will not work and I have no idea how I would write these weights to fit my skeleton. What I am trying to achieve is to write classes for each clothing position that will set new bones and weights for the mesh in order for them to work for my skeletons.