A list of the Call of Duty: Modern Warfare 4 (2026) multiplayer operators, their skins, and the in-game id (codename) of each skin, with the name of the first-person arms model that belongs to it. It exists so that the right arms can be pulled from the game files without guessing.
Squigle maintains it (OnSet). Everyone else reads it only: if something is missing or wrong, tell Squigle instead of editing it.
.cast file plus its textures.*body_mp* show which body models really exist, and Saluki exports of the arms show the real arms names.<code>_<n>_<n>, e.g. blackwell_4_1. The code is not always the operator's name (Coffey = kofi, Cho = chow, Kyle = code), and some operators mix codes (Reece: reece_1_1 and beta_1_1). The numbers never tell you a skin's name or which one is the default.prestige_* skins are prestige rewards shared by all operators, so they belong to no operator.milsim_ to their asset names (rex_vm_arms_mp_milsim_sk_ct_1_1) but not to the codename (sk_ct_1_1).rex_vm_arms_mp_<stem> and the full body is rex_body_mp_<stem>, where the stem is the codename (plus milsim_ for milsim operators).rex_body_mp_milsim_sk_ct_1_1_shirt); others are only hashes (material_1f67…). Some parts of the body outfit (jackets, badges) only exist on the full body, not on the arms.confirmed_files): the asset loads in Cordycep under this codename.confirmed_preview): the skin was matched by eye: Saluki preview, in game, or the mw4.gg picture next to a render of the exported arms, with Squigle's OK.exported_file = taken from a real exported file; derived_not_checked = built from the codename pattern and may not exist.The skin pictures come from mw4.gg, for reference only and internal use only (OnSet); do not redistribute them. mw4.gg can be wrong: a picture is a hint, not proof that a codename is right.
lookup.ps1 next to this page (e.g. .\lookup.ps1 -Operator Blackwell -Skin "Wade Walker"), or read operators.json / skins.csv directly. AGENTS.md explains every field.