http://www.zerahypt.net/threads/loading-custom-models.82/ There's no clean way to achieve piri's model. The only way I could think of is by getting & changing the vertices on the fly. http://docs.unity3d.com/ScriptReference/SkinnedMeshRenderer.html http://docs.unity3d.com/ScriptReference/SkinnedMeshRenderer-sharedMesh.html http://docs.unity3d.com/ScriptReference/Mesh-vertices.html Code: pirizuka.renderer.mesh.vertices[index] = new Vector3(0, 0, 0);