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
- Running ModKit
- Click the Import Skeletal Mesh button
- Select the prepared hair FBX file (
SKM_prefix recommended) - 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. | ✅ |