Fortnite Tools
Tools for taking apart the outfits in my own Fortnite locker and putting them back together in three.js and Godot. Just for fun, and a way to try both. Jiggle physics included.




Why
I wanted a real, messy, rigged data set to try 3D on, rather than a tutorial cube. Characters with bodies, heads, accessories, hundreds of animations and cloth and hair turned out to be a good way to learn three.js in the browser and Godot as an engine.
What it does
- Viewer (three.js): pick a body, a head and accessories, or a whole outfit, assembled on one skeleton. Play any of thousands of animations, with a turntable, a rest pose and hand-made facial expressions. It works on a phone too.
- Jiggle physics: spring chains for chest, hair, cloth and tails, with sliders and body collision. Dragging the character spins it, and everything keeps swinging for a moment after you let go.
- Locker: reads which outfits I own by screenshotting the in-game locker, so the viewer can filter to them.
- Godot side: Blender scripts turn an outfit into a rigged, animated model that Godot imports directly. Two test projects use it: a stylised smooth-voxel open world, and a 2.5D fighting game.
Under the hood
- A .NET exporter reads the game's own files from my install through the CUE4Parse library, and a script rebuilds an index of everything it finds.
- A small Node server feeds the viewer. Materials, textures and styles are resolved from the exports, and my choices per outfit are saved.
- The Godot pipeline runs Blender headless to bake textures, merge the skeleton and retarget animations. The voxel world uses the Voxel Tools extension.
Personal use only. The game files belong to Epic and are extracted from my own install. The screenshots are of the viewer running on my own PC. Nothing is hosted or shared.