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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


Additional Editable Items

Item Availability
Teeth :material-check-circle: Available
Eyelashes :material-check-circle: Unavailable (Transparent)
Hair :material-close-circle: Unavailable
Eyebrows :material-close-circle: Unavailable

Teeth


8. Download Textures

Once editing is complete, select the following from the top menu:

Download Texture Source → Download 4K Resolution Textures

Download Textures


9. Create Rig

After the texture download is complete, click the Create Joints Only Rig button to generate the rig.

Create Rig


10. Run Assemble

Once rigging is complete, navigate to the Assembly tab.

  1. Set the path in Targets → Root Directory.
  2. Click the Assemble button at the bottom to execute.

Recommended Path

It is recommended to use the same path as the folder created in (#1-create-a-project-folder).

Run Assemble


11. Verify the Output

Once Assemble is complete, a folder will be created at the specified path.

Specified Path/
└── Face/
    └── Face Skeletal Mesh

Verify the Output


12. Create a Face Project in the ModKit

In the ModKit, follow the steps below:

  • Select a face in the CREATE A ZOI → CAZ → FACE tab

Create a Face Project in the ModKit

  • Create a project with Create new mod project

Create a Face Project in the ModKit


13. Move the Face Asset

Move the face skeletal mesh completed in (#11-verify-the-output) into the mod project you created.

Move the Face Asset


14. Open the ModKit Project

Open the face modding project from MY MOD PROJECTS.

Open the ModKit Project


15. Register the Mesh

Register the completed face skeletal mesh in the Mesh field of the face modding project.

Register the Mesh

Joint Matching Popup

A joint matching popup will appear when the mesh is assigned. Select Yes.

Head Mesh Setup

Important: Head Mesh Setup

The head mesh has changed. The following setup scripts will run on the selected MetaHuman face skeletal mesh:

  1. Skeletal Joint Matching — Recalculates bone correspondence between the reference body and head skeletal meshes and may update bone transforms.
  2. LOD Cleanup — inZOI uses LOD 0–4. MetaHuman assets ship with LOD 0–7, so extra LODs will be removed and the mesh will be reorganized to match the inZOI LOD range.
  3. Material Replacement — Replaces all material slots with the inZOI in-game materials.

These operations write to skeletal mesh assets. Back up or verify version control state before continuing.

Do you want to continue?


16. Final Settings

After registering the mesh, configure the following:

  1. Set the Thumbnail
  2. Select the gender in Face Properties → Gender Type

Final Settings