# For Blender Users

## Opening the Template in Blender

In Blender, import the template using File → Import → Choose the appropriate format (likely FBX if coming from 3D Max).

## Model Hierarchy and Bones

In Blender, the Outliner panel displays the model hierarchy. Hidden bones in 3D Max can be managed similarly in Blender by toggling visibility in the Outliner.

Blender also uses a bone system for animation (Armature). The bones used for positioning (like DEF\_FANbone) can be similarly managed.

## Material Editing

Blender's Material Properties panel is where you can manage and name materials. For the indicator material, create a new material and assign it the indicatorMap.jpg as a texture in the Shader Editor.

## Creating and Assigning Unique Boost Indicator

In Edit Mode, select the polygons on the motorcycle's back. Assign the material by selecting it in the Material Properties and clicking Assign.

## UV Unwrapping for the Indicator

In Blender, unwrap the selected polygons (UV Unwrapping) in the UV Editing workspace. Adjust the UV map to align with your intended design on the texture.

## Motorcycle Propeller as a Separate Object

Ensure that the propeller (Bike\_Fan) is a child of the appropriate bone in the armature. Set the pivot point and local axes in Object Properties.

## Additional Propellers or Rotating Elements

Similar to 3D Max, in Blender, you can add additional propellers, naming them accordingly (e.g., Bike\_Fan\_1, Bike\_Fan\_2). These should also be children of the DEF\_FANbone.

## Skinning and Bone Weighting

In Blender, this is done by selecting the mesh, then the armature, and using Ctrl+P to set parent to Armature with Automatic Weights. Adjust weights in Weight Paint mode as needed.

## Finalizing and Exporting

Remove the unnecessary objects (Blueprint\_Stickman, Bike\_template, bounding box). Export the scene in GLB format including materials via File → Export → GLB (.glb).<br>


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