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If you find anything confusing about this article, or find errors, please send an email to Dylanbrady@tornbanner.com

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titleNote For Blender Users: Click here to expand...

the current stable release of blender doesn't support importing bones from .FBX, however it will be added in a fourthcoming release, for the time being download this early build http://graphicall.org/110 to import the reference weapon, and export your skinned version. WARNING: this version is not officially support yet and therefore might be unstable, consider only using this for import/export and doing your modeling in another version. Bones would need to get a correction to their orientation (FBX bones seems to be -X aligned, Blender’s are Y aligned), this does not affect skinning or animation, but imported bones in other apps will look wrong. Also, make sure your scale is correct, you should have your Units set to the default Blender units. Otherwise you might have scaling issues on import.

Additional another workaround: the BOS importer found here: http://blenderfbx.render.jp/install can be used (in the step reguarding io_scene_bos_fbx.zip, grab that file from: http://blenderfbx.render.jp/home and put it into the same folder that you place umconv).

Your weapon .FBX file needs two bones: b_weapon_root and b_weapon_tip, you must use the source files for the weapon you will be replacing. This example will be using the Maul as a base, but see this page for the necessary source files if you wish to replace a different weapon. your new weapon needs to match the proportions of the model its replacing, most importantly the handle should be of similar thickness and length of the original, and your blade/damaging area should be in the same place, in order to avoid mismatch between the weapons visual size, and its gameplay size.

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