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 Meshbutton
- 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 | ✅ |