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
- Launch Modkit
- Click the
Import Skeletal Mesh
button - Select your prepared FBX file
- Review Import Settings
- Skeleton: Select inZOI template skeleton
- Animation: Uncheck
- Material: Auto-created if needed, but manual assignment is recommended later
- 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 | ✅ |