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01. Skeletal Mesh

Purpose

After modeling the outfit, export the mesh in FBX format and import it into Modkit for in-game use.


Requirements

  • Finalized outfit FBX file
  • Rigged to the template avatar (bone weighting)
  • UV Channel 1 (for texture), UV Channel 2 (for masking)
  • Bone structure must match the inZOI template skeleton

FBX Export Settings Guide

Item Setting / Description
Scale 1 unit = 1 cm
Animation ❌ Disabled (Outfits don’t require animation)
Bone Info Keep as is without modification
UV Settings Must include both UV Channel 1 and 2

Even if UV2 is created, it can be excluded if the export option is not enabled.


How to Import into Modkit

  1. Launch Modkit
  2. Click the Import Skeletal Mesh button
  3. Select your prepared FBX file
  4. Review Import Settings
  5. Skeleton: Select inZOI template skeleton
  6. Animation: Uncheck
  7. Material: Auto-created if needed, but manual assignment is recommended later
  8. Click Import → Mesh is loaded

Post-Import Checklist

Item What to Check
Skeleton Matches the template skeleton
Mesh Position Origin alignment is correct
UV Channel 1 Properly mapped for textures
UV Channel 2 Proper masking area setup for outfit masking
Material Slots Can be empty (set up later)

Common Mistakes & Fixes

Situation Cause Solution
UV2 missing after import UVs not included during export Recheck export settings
Skeleton mismatch warning Bone names were changed Reuse the template skeleton
Outfit appears misaligned Scale or position issue Adjust in modeling software

Chapter Summary

Checklist Done
Is UV Channel 2 included?
Does the skeleton match the template?
Is the scale set to 1cm per unit?
Animation excluded, texture to be set later