> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-2-into-blender.md).

# Chapter 2: Into Blender

Let's get into Blender! Just kidding, we need one more thing first:

## The MP SKELETON. <a href="#the-mp-skeleton" id="the-mp-skeleton"></a>

For streamed peds such as MP Freemode, the component YDD normally relies on the ped's separate YFT skeleton. We need to include that skeleton while importing so Blender and Sollumz can resolve the component's bone names.

Using the wrong skeleton usually leaves unresolved bone groups, so check this step before making any edits.

In CodeWalker RPF Explorer, return to the search bar in the top-right and search for `mp_m_freemode_01.yft`.

Depending on your files, you might see more than one result. Use the skeleton for the same ped and edition as the component, right-click it and select `Export XML...` just like you did earlier. Save it to the **SAME LOCATION** as the YDD XML.

* Right-click on `mp_m_freemode_01.yft`
* Select `export XML...`
* Save to SAME LOCATION as exported jbib 004

Let's take a look at our folder, just to make sure we have everything we need. You should now have:

* `jbib_004_u.ydd.xml`
* `mp_m_freemode_01.yft.xml`
* `jbib_diff_004_a_uni.ytd.xml`
* The texture folders created during export

Keep only the matching ped skeleton XML in this working folder. This avoids Sollumz finding the wrong YFT when more than one skeleton is nearby.

<figure><img src="https://maneki-neko-1.gitbook.io/~gitbook/image?url=https%3A%2F%2F970011517-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FzlVJDcNwypyuPEqM4G8Q%252Fuploads%252F4ha0JkVLf8r0bZtXNL8w%252Fimage.png%3Falt%3Dmedia%26token%3D4edc4835-780d-4d61-bc93-f53b257059a2&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=6d82632&#x26;sv=1" alt=""><figcaption></figcaption></figure>

If your folder looks like this, you are ready to continue in Blender.

## In Blender <a href="#in-blender" id="in-blender"></a>

Let's import our jbib!

1. In current Sollumz versions, go to `File > Import > RAGE Asset`. Older or legacy-enabled versions may call this `CodeWalker XML`.
2. Select `jbib_004_u.ydd.xml`.
3. In the import options, set **Import External Skeleton** to **Auto**.
4. Start the import.

The external YFT is only an authoring reference for this Blender/Sollumz step. You do not add it to your Durty Cloth Tool project or include it with the generated clothing resource.

<figure><img src="https://maneki-neko-1.gitbook.io/~gitbook/image?url=https%3A%2F%2F970011517-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FzlVJDcNwypyuPEqM4G8Q%252Fuploads%252FMpDZjszZcHdgOH1iAEGq%252Fimage.png%3Falt%3Dmedia%26token%3Dbaf6e556-5045-46bc-aa74-53fe3ab135d3&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=a55d56eb&#x26;sv=1" alt=""><figcaption><p>This screenshot shows the older import menu. In current Sollumz, use <code>RAGE Asset</code> and set <code>Import External Skeleton</code> to <code>Auto</code>.</p></figcaption></figure>

Now, before we do anything else, let's MAKE SURE we imported it properly!

1. Select the actual mesh object used by the High LOD.
2. Open **Object Data Properties** (the green triangle) and expand **Vertex Groups**.
3. Make sure you see named bones such as `SKEL_Pelvis` or `RB_R_ArmRoll`.
4. Check that the mesh is deformed by an Armature modifier targeting the imported Drawable Dictionary armature.

If you see named vertex groups instead of `UNK.001`, `UNK.002`, and so on, you imported the component with its external skeleton. If you only see `UNK` groups, stop here and re-import with the correct YFT beside the YDD XML and **Import External Skeleton** set to **Auto**.

<figure><img src="https://maneki-neko-1.gitbook.io/~gitbook/image?url=https%3A%2F%2F970011517-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FzlVJDcNwypyuPEqM4G8Q%252Fuploads%252FoN0CuIxqWozzmKkaVlFZ%252Fimage.png%3Falt%3Dmedia%26token%3D39863c3e-ab04-4e60-8178-11bdde3a8a1f&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=7237beb1&#x26;sv=1" alt=""><figcaption></figcaption></figure>

## Find the diffuse texture <a href="#find-the-diffuse-texture" id="find-the-diffuse-texture"></a>

If the component is pink or the diffuse texture is missing:

1. Go to `File > External Data > Find Missing Files`.
2. Select the folder containing the diffuse image exported from `jbib_diff_004_a_uni.ytd`.
3. Let Blender search that folder.

You can also place the diffuse image with the embedded texture images before importing. This is only for a useful Blender preview; the diffuse variation still remains its own texture entry when we add the item to Durty Cloth Tool.

## Check the imported structure <a href="#check-the-imported-structure" id="check-the-imported-structure"></a>

Before editing, expand the imported hierarchy in the Outliner and identify:

* The top-level Drawable Dictionary, which is the imported skeleton armature.
* The child Drawable.
* The Drawable Models and their available High, Medium, Low or Very Low mesh slots.
* The ped material and its texture samplers.

Names and automatically added number suffixes can differ between Blender scenes, so identify objects by their type and place in the hierarchy instead of relying on a name ending in `.001`.

Save the `.blend` file now. In [Chapter 3](/cloth-modding/complete-walktrough/chapter-3-prepare-and-edit-the-model.md), we will make a small edit without breaking the hierarchy, UVs or lower LODs.
