# 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>

You should know that for most streamed peds, including MP Freemode, most of the YDD components do not contain and skeleton information on their own. We need to INCLUDE the skeleton when we import so that Blender will know which bones are which.

If you do this part wrong, you're gonna have a bad time!

In your Codewalker RPF, make your way back up to the searchbar on the top-right. If you still have the search we did earlier, simply add .yft to the end of it. In other words, let's search the term `mp_m_freemode_01.yft`

Depending on your files, you might see just one instance of the YFT file, or two if you copied this RPF to your mods folder. Either way, right-click on the YFT file and select `export XML...` just like you did earlier. Save it to the **SAME LOCATION** as where you just exported 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. In your folder you should now have two files and a folder with 2 embedded textures (1 normal, 1 specular).

<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 go! Let's get into blender. Forreal this time.

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

Let's import our jbib! The most important thing you need to know, is that you should select 'import external skeleton' from the sidebar in the import window like so:

<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></figcaption></figure>

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

1. Select your High LOD geometry
2. Select Object Data Properties (green triangle)
3. Look at (or expand) the Vertex Groups dropdown
4. Make sure you see a bunch of named bones (ie `SKEL_Pelvis, RB_R_ArmRoll`)

If you see NAMED VERTEX GROUPS and not UNK.001, UNK.002, etc then congrats! You correctly imported clothing into Blender. If you DO see UNK.001, then you need to go back and re-import it again with the correct options above. UNK stands for 'unknown' and is not something you want to see.

<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>


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