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02.Import

Purpose

In this step, you'll Import the hair FBX file created in your modeling tool into ModKit and convert it to a Skeletal Mesh (SKM). This is a key step to ensure that the hair aligns accurately with the human skeleton in your game.

Preparation
  • FBX file with hair mesh ( SKM_ prefix recommended)
  • UV Channel 1 (for texturing) / UV Channel 2 (for customization, optional)
  • Bone Weighting Completion Status
  • Scalp mesh included if required

FBX Export Settings Guide

Item Settings / Description
Scale 1 unit = 1 cm
Animation Disabled (hair does not need to be animated)
Bone Information Maintain existing skeleton structure
UV settings UV Channel 1 - for textures
UV Channel 2 - for customization (optional)
Example file name SKM_Female_Hair_L_007.fbx

How to import from ModKit

  1. Running ModKit
  2. Click the Import Skeletal Mesh button
  3. Select the prepared hair FBX file ( SKM_ prefix recommended)
  4. Click the Import button → Mesh loading is complete

Things to check after importing

Item Things to check
Mesh location Check if the origin is correct
UV Channel 1 Check if the UVs for the texture are correct
UV Channel 2 (Optional) Make sure the customization area is included
Two-tone, haircut, Highlight Color (optional)
Material slot
(Minimum 1 / Maximum 3 required)
1. HairCard material
2. Scalp material (optional)
3. LOD material (optional)

Mistake-avoidance tips

situation cause How to solve
This structure mismatch warning Different names or hierarchical structures Rebinding with an artificial skeleton
Mesh position is misaligned Scale/pivot setting issue After checking the origin (0,0,0) and 1:1 scale in the 3D tool, export again.

Summary of this section

Checklist Whether completed
Make sure UV1 and UV2 are included in FBX
Skeleton structure matching
Export with scale unit 1cm
After importing, the material instance connection is complete.

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