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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

ItemSetting / Description
Scale1 unit = 1 cm
Animation❌ Disabled (Outfits don’t require animation)
Bone InfoKeep as is without modification
UV SettingsMust 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

  1. Launch Modkit
  2. Click the Import Skeletal Mesh button
  3. Select your prepared FBX file
  4. Review Import Settings
    • Skeleton: Select inZOI template skeleton
    • Animation: Uncheck
    • Material: Auto-created if needed, but manual assignment is recommended later
  5. Click Import → Mesh is loaded

Post-Import Checklist

ItemWhat to Check
SkeletonMatches the template skeleton
Mesh PositionOrigin alignment is correct
UV Channel 1Properly mapped for textures
UV Channel 2Proper masking area setup for outfit masking
Material SlotsCan be empty (set up later)

Common Mistakes & Fixes

SituationCauseSolution
UV2 missing after importUVs not included during exportRecheck export settings
Skeleton mismatch warningBone names were changedReuse the template skeleton
Outfit appears misalignedScale or position issueAdjust in modeling software

Chapter Summary

ChecklistDone
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