Vehicle Modding Overview
Take a vehicle that already exists in the game and change its look, colours, handling and sound.
What you can doโ
Vehicle modding in the ModKit works by picking an existing vehicle and editing it. You do not build a vehicle from scratch โ you pull one of the game's vehicles into a workspace and layer your changes on top of it.
| What you change | What it affects |
|---|---|
| Mesh swap | The shape of parts โ body, doors, wheels, handlebars |
| Extra colours | Paint options (an sRGB value such as FF8800) |
| Lights | Colour, brightness and reach of head and tail lights |
| Seat positions | Where a Zoi sits, and the pose that goes with it |
| Bounds | The outer box used for collision and parking |
| Driving | Top speed, acceleration, braking, steering (unlocked vehicles only) |
| Audio | Engine sound, spawn and despawn sounds (MetaSounds) |
| Part motion | How doors, trunk, windows and wipers open |
The data holds 63 vehicles, but only 27 can be bought in game โ 12 cars, 14 motorcycles and 1 bicycle.
The other 36 have no purchase level, so they have not shipped. None of the 8
ships appear at all. You can filter the list by the Release column on
the Vehicle assets page.
What you cannot doโ
Vehicles have more moving parts than objects or clothing. The following belong to the game's own structure and cannot be changed from a mod.
- Changing the vehicle type โ you cannot turn a car into a motorcycle. Each type has its own Base Blueprint, and movement and enter/exit logic hang off it.
- Adding a part that isn't there โ you cannot add doors to a motorcycle that never had them. Part slots are fixed per vehicle.
- New interactions โ creating a brand-new interaction such as washing or repairing is outside vehicle modding.
The order of workโ
1. Create a vehicle workspace pick which vehicle to build on
2. Check the part list see which slots you can edit
3. Import FBX โ swap meshes change the look
4. Colours ยท lights ยท seats
5. Re-fit the bounds always redo this after a mesh swap
6. Driving ยท audio ยท part motion
7. Check it in game
From step 3 on, the order is up to you โ but do step 2 first. Without the part names you cannot start anything else.
What to prepareโ
Mesh โ recognisable at a minimum. A car needs frame, handlebar/steering wheel, doors, windows, trunk and wheels; a motorcycle or bicycle needs body, handlebars and wheels.
Axes โ relative to the vehicle, +Y faces forward and +X faces the left-hand door. If this is off, wheel rotation, seating and IK all break.
Pivots โ every part needs its pivot in the right place: a door at the real hinge, a handlebar at its centre axis.
Materials โ fewer is better. A usual split:
exterior ยท interior ยท glass ยท number plate ยท headlight
Glass โ make it single-sided so it does not disappear when seen from inside. LOD meshes use an opaque material.