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Overview

This document describes the complete workflow for modding inZOI character faces using MetaHuman Editor in Unreal Engine 5, and registering the finished assets in the ModKit.

MetaHuman Editor Limitations

Options set in the Materials and Hair & Clothing tabs of MetaHuman Editor are not reflected in the inZOI ModKit.


1. Create a Project Folder

Create a new folder at your desired path in the Content Browser.

Info

Any folder inside Content will work. Remember this path, as you will use the same one during the Assemble step later.

Create a Project Folder


2. Create a MetaHuman Character

Right-click in the folder you created and select MetaHuman → MetaHuman Character to create and name your character.

Create a MetaHuman Character


3. Body Conform Setup

Important: You must set up the Body first

The Body must be conformed before the Head for everything to work correctly. Reversing the order may cause issues.

Open the MetaHuman character you created and follow the steps below.

  1. Select Body → Conform → From Template
  2. In Asset → Mesh, assign the body mesh for the desired gender

Male

Characters/AvatarParts/Body/Male/Mesh/ModKit

Female

Characters/AvatarParts/Body/Female/Mesh/ModKit

Body Conform Setup


4. Body Import

After assigning the body mesh, click the Import button.

Note

Leave Body Fit Options at the default value: Fit from Mesh and Skeleton.

Body Import


5. Head Conform Setup

  1. Select Head → Conform → From Template
  2. In Asset → Mesh, assign the face mesh for the desired gender

Choose from one of the 9 inZOI face types.

Male

/All/Game/Characters/AvatarParts/Heads/Male/Male_Head_ModKit/Mesh

Female

/All/Game/Characters/AvatarParts/Heads/Female/Female_Head_ModKit/Mesh

Head Conform Setup


6. Head Import Option Settings

After assigning the face mesh, configure the following options under Import Template Options, then click Conform.

Option Value
Alignment Options None
Adapt Neck :material-checkbox-blank-outline: Unchecked

Head Import Option Settings


7. Edit the Face (Sculpt / Transform)

Once the setup is complete, use Head → Transform / Sculpt to mod the face.

Editing in Skin Mode

Change the Topology option at the top to Skin to edit in skin mode.

Edit the Face Edit the Face 2 Edit the Face 3


8. Body Modding

Once face editing is complete, switch to the Body tab to begin body modding.

Go to Body → Model → Parametric and adjust the values.

Step 8


9. Download Texture Source

When editing is complete, click Download Texture Source at the top and select Download 2k Resolution Textures.

Step 9


10. Create Joints Only Rig

Once the textures have finished downloading, click Create Joints Only Rig.

Step 10


11. Assembly — Set Root Directory

When rigging is complete, go to the Assembly tab and set the path under Targets → Root Directory. (Using the same path as the folder you created at the beginning is recommended.)

After setting the path, click Assemble at the bottom.

Step 11


12. Assembly Complete

When Assemble finishes, a folder is created at the specified path.

  • Face folder — contains the face skeletal mesh
  • Body folder — contains the body skeletal mesh

Step 12


13. CREATE A ZOI — Select Face

In the ModKit, go to CREATE A ZOI → CAZ → FACE tab and select a face. (The material of the selected face will be used.)

After selecting, click Create new mod project to create the project.

Step 13


14. Move Skeletal Meshes to Mod Project

Move the skeletal meshes into the Face and Body folders of the created project.

Important: Mod Project Path

Navigate to Plugins → /All/Plugins/MH_MOD_ZOI (your generated mod file path).

Step 14 - Move Assets

Step 14 - Plugin Path

15. Assign Skeleton to Body Skeletal Mesh

Once the skeletal meshes are moved into the mod project, right-click the body skeletal mesh and run Assign Skeleton.

Accept SK_Base (/Game/Characters/Skeletons/SK_Base.SK_Base).

Important

This step is required. Do not skip.

Step 15


16. Set Face & Body Mesh in Modding Wizard

In the Face & Body modding wizard, assign the meshes in the following order: face skeletal mesh first, then body skeletal mesh.

Important

Head must be assigned before Body.

Step 16 Head Step 16 Body


17. Set Thumbnails and Gender

After assigning the meshes, set the following:

  1. Face thumbnail
  2. Body shape thumbnail
  3. Zoi preset thumbnail

Then go to Face Properties → Gender Type and select the appropriate gender.


Step 17 - Properties

18. Run Packaging

Once all settings are complete, run Packaging.