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Bone Remapping
Bone Remapping feature in Rx3Tools allows you to remap mesh bones from one skeleton to another. The Bone Remapping option is placed in More Options window. You can either select one of available conversion tables, or create your own.
Bone remap tables are stored as Unicode Text .txt files (UTF-16 LE with BOM, tab-separated, without header row). The file consists of 2 columns: first column is source bone name; second column is target bone name. You can use either MS Excel or Notepad++ in order to edit or create these files.
In this tutorial we will create a conversion table for FC 26 gloves. The target game is FIFA 16.
- First we need to get a list of bones which affect the glove model, in both games. In order to do this, we will use a Blender script which copies vertex groups of selected object into clipboard:
import bpy
vg_names = sorted([vg.name for vg in bpy.context.active_object.vertex_groups])
bpy.context.window_manager.clipboard = "\n".join(vg_names)Run this script on FC 26 glove model and FIFA 16 glove model. Paste each list directly into MS Excel.
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- Next task is to map each FC 26 bone to respective FIFA 16 bone.
Tip: use Weight Paint mode in Blender to find out how each bone affects the mesh in each model.

When mapping is done, save the table as Unicode Text (.txt) into gkglove_26to16.txt in <Rx3Tools folder>/data/bone_remap folder.
- In Rx3Tools, open "More Options" window and select your file in "Bone Remapping" combobox.