Merge & Attach
The Merge & Attach panel (formerly "Custom Model Creation") provides tools for merging armatures and attaching meshes to build combined or customized models.
Overview
This panel has two main modes:
- Armature Mode - merge two complete armatures together
- Mesh Mode - attach individual meshes to an existing armature
A tutorial button at the top walks you through the process step by step.
Armature Mode
Use Armature Mode to combine two rigged models into one.
Requirements
- At least two armatures in your scene
- Both armatures should have meshes attached
Main Settings
- Merge Same Bones - automatically combines bones with matching names. Ideal when both models share a similar skeleton (e.g. two VRChat-standard models).
- Apply Transforms - applies current transforms before merging. Recommended, prevents scale/rotation issues.
- Join Meshes - combines meshes after merging into a single object.
- Remove Zero Weight Bones - cleans up unused bones after the merge.
- Cleanup Shape Keys - removes duplicate/unused shape keys during the merge.
Merge Selection
- Merge Into - the target (base) armature that receives the merged content (usually your main character).
- To Merge - the armature to combine in (usually clothing, accessories or extra parts).
- Attach to Bone (when "Merge Same Bones" is disabled) - the bone to attach the merged armature to (e.g. wings to the spine).
How to Use
- Import both models into your scene.
- Select the Merge Into armature (your base model).
- Select the To Merge armature (the model to add).
- Choose your settings:
- Enable Merge Same Bones if the skeletons match.
- Enable Apply Transforms (recommended).
- Enable Join Meshes for a single-mesh result.
- If not merging same bones, pick Attach to Bone.
- Click Merge.
Common uses: base body + rigged clothing/hair, adding rigged accessories (wings, tails, props).
Mesh Mode
Use Mesh Mode to attach a standalone mesh to an existing armature.
Requirements
- At least one armature in your scene
- At least one unrigged mesh object
Settings & Selection
- Join Meshes - combine the attached mesh with existing meshes.
- Merge Into - the target armature.
- Attach Mesh - the (unrigged) mesh to attach.
- Attach to Bone - the bone the mesh will follow (e.g. a hat to the head bone).
How to Use
- Ensure you have an armature and an unrigged mesh.
- Switch to Mesh Mode.
- Select the Merge Into armature.
- Select the Attach Mesh.
- Choose the Attach to Bone.
- Enable Join Meshes if desired.
- Click Attach.
Common uses: rigid attachments (hats, glasses, props) and simple non-deforming clothing.
Tips & Best Practices
Before merging: position models correctly, match scale, save a backup, and name bones clearly (helps "Merge Same Bones").
During merging: start with Apply Transforms enabled, prefer Merge Same Bones when possible, and keep Join Meshes off initially so issues are easier to fix.
After merging: check weight painting, test animations, review the bone hierarchy, and optimize via Optimization if needed.
Troubleshooting
- Mesh in wrong location → enable Apply Transforms and retry.
- Bones don't merge → verify names match exactly (case-sensitive) and positions are similar.
- Mesh doesn't follow the armature → confirm it's weighted and vertex groups match bone names.
- Shape keys disappear → enable Cleanup Shape Keys.
Limitations
- Armature Mode needs at least 2 armatures; Mesh Mode needs at least 1 armature and 1 mesh.
- Very complex merges take time; some custom constraints may need manual fixing.
⚠ Always back up your models before merging. Results vary with model complexity.
Related Pages:
- Optimization - Post-merge optimization
- Bone Parenting - Managing bone hierarchy
- Troubleshooting - Common merge issues
Last Updated: July 28, 2026 | Plugin Version: 5.2.3.0 | Blender: 5.1 & 5.2 (5.2 LTS recommended)
Please do not report any issues for Blender versions below 5.1 (supported: 5.1 and 5.2, recommended 5.2 LTS)
📖 This wiki documents Cats 5.2.3.0 (upcoming). For 5.2.2.0 and earlier, see the legacy wiki.