01.Overview¶
Purpose
In this step, you'll learn the basic screen structure of the inZOI Hair Modkit editor and the role of each area. The goal is to familiarize yourself with the central panel used when importing hair and registering materials, properties, and data.
Preparation
- ModKit executable environment
- Hair FBX file (
SKM_prefix recommended) - Basic Material Instance
MI_Hair - Data table for customization (optional)
Basic screen configuration guide
1. Mesh
This is where you can import or re-import hair models (FBX).
After importing, they will be automatically converted to Skeletal Mesh ( SKM_ ) assets.
2. Optional Customization This is the area where you register your thumbnail image. The thumbnail will appear as a preview icon on the customization screen.
3. Hair Properties This is the core area where you set the main attributes of the hair. You can define gender, age, hat type, cut adjustments when wearing hoods and more.
Item-by-item description:
- Gender Type: Set applicable gender (Male / Female)
- Body Age Type: Select from Adult / Youth / Baby
- Group Id: Same series hair bundle ID (representative ID including color variations)
- Hat Type Mesh: Specifies the hair mesh that will be replaced when wearing a hat (e.g.
SKM_Female_Hair_L_001_Hat) - Enable Hair Cut Height: Activates the automatic hair length cut function when wearing a hood.
- Matching Gender Id: Links to different gender versions of hair
- Matching Body Age Id: Matches hair with other age versions
Important
These items directly affect the hair's behavior when customizing, so you must check the settings for each field carefully.
4. Materials
This area specifies the material instances for the hair.
By default, it uses the naming structure of MI_AssetName, and both Hair and Scalp share the same master material.
5. Tools A tool for managing data tables and registering resources.
- Open Data Editor:
AppearanceHairMesh,AppearanceHair,AppearancePartsEditdata directly - Open Resource Import Tool: Provides the ability to manage and re-import resource paths.
Instructions for use
- Import the FBX file using the Mesh ▸ Import button
- Skeleton designation →
SKM_AssetName - Material InstanceMaterial Connection →
MI_AssetName - Import thumbnail image ( 256×256
PNGrecommended ) - Enter Hair Properties (Gender, Age, Hat Type Mesh, etc.)
- Click Open Data Editor → Check automatic data registration and edit details (optional)
Things to check
| item | Things to check |
|---|---|
| Whether to create a skeletal mesh after importing FBX | SKM_ Is the prefix naming setting set? |
| Show thumbnails | Whether the preview image is displayed normally |
| Material slot | MI_AssetName material instance part |
| Hair Properties | Whether Gender/BodyAgeType, etc. are saved normally |
Mistake-avoidance tips
| situation | cause | How to solve |
|---|---|---|
| Items not appearing in the list after import | Import a simple static mesh without rigging information. | fbx verification with bone information |
| Hair overlaps when wearing a hat | HatType Mesh Unspecified | Specify an alternative hair for the HatType entry |
| No change in length when wearing the hood | Disable Enable Hair Cut Height | Check in Hair Properties and save |
Summary of this section
| Checklist | Whether completed |
|---|---|
| Mesh import and skeleton assignment complete | ✅ |
| Materials connection complete | ✅ |
| Thumbnail registration complete | ✅ |
| Hair Properties input completed | ✅ |