, turn the Units to „Metric“. 
.
, to white (RGB: 1 ; 1 ; 1).
, to be 0.
, to be 10% (RGB: 0,100 ; 0,100 ; 0,100)
, create a new textures with type „Image or Movie“. Import the texture.
. With the Cube selected, switch to Edit Mode
and turn on „Face Select“
. In the left Panel, scroll down to UV Mapping and choose „Unwrap“ from the dropdownlist. Inside the UV/ Image Editor, choose BoxDiffuse.png as „Image to be linked“
.
. Now the box is displayed with texture in the viewport. You can see that the rotation of the image on some faces is not as intended. To fix this, select a face of the cube in the viewport which has currently not mapped right. In the UV/ Image Editor´s menu, choose UVs > Transform > Rotate ( which is only visible when in Edit Mode). When moving the cursor while this mode is active, you change the rotation of the UVs. To rotate in 5 degree increments, hold Ctrl/ Strg while rotating. This is useful to achieve a precize rotation. Once you are happy with the mapping, press the left mouse button to apply the rotation and leave this mode. Correct all other faces this way.
. Click „Open Text Block“ under the menu point „Text“ and choose DeltaEngineSimpleShaderForBlender268.py.
. Choose „Always“ in the Dropdownlist „Add Sensor“, and „Phyton“ in the Dropdownlist „Controller“. As script, use DeltaEngineSimpleShaderForBlender268.py. Connect the two boxes.

Preparation
Maya ® is a 3D computer graphics software currently owned and developed by Autodesk, Inc. A 30-day-trial version can be downloaded here.
Download "DeltaEngineSimpleShaderForMaya2010-2014.fx" and the png image file "BoxDiffuse.png".
Launch Maya (Version 2010 or higher).
Scene Setup and Box Creation
Open the Plug-in Manager (Windows > Settings/ Preferences > Plug-in Manager) and make sure following plugins are loaded:
cgfxShader.mll, ddsFloatReader.mll, hlslShader.mll
Go to Window > Settings/ Preferences > Preferences > Settings. Under World Coordinate System, set Up axis to Z and under Working Units, set Linear to centimeter.

Create a cube (Create > Polygon Primitives > Cube >
). Set Width, Height and Depth to 100. At this point, your object is probably being displayed in wireframe. To change this, hit 5 on you keyboard to turn on Shaded display. (A list of all display hotkeys can be found here.)
Open the Channel Box ( Push this button
on the top right corner to open it). Set Translate X, Y and Z to 0, so the object is centered. Give the object a meaningful name (e.g. Box).
Texture Mapping and Applying The Shader
Open the Hypershade (Window > Rendering Editors > Hypershade). Create a HLSL Shader. With the box selected, right-click the shader node and „Assign Material to Selection“. In the Attribute Editor
, connect the „DeltaEngineSimpleShaderForMaya2010-2014“ file to the shader. Assign the Diffuse Texture (BoxDiffuse.png) by clicking the checkerbox icon beneath the corresponding slot.
Press 6 on your keyboard to turn on „Shaded and Textured display“, so you can textures on objects in viewport.
Open the UV Texture Editor (Window > UV Texture Editor). Right-Click the Box in the Viewport, Choose „Face“ from the pop-up menu that appears and drag a selection box around it, so that all faces are selected. Now you will automap the Uvs. To do this, go to „Create Uvs > Automatic Mapping >
“. (Note: This menu point is only visible when the Polygons-Menu set is active, see the dropdownbox on the left side to the Status line.)

In the „Polygon Automatic Mapping Options“-Dialog, turn on following settings:

Planes = 6
Shell Layout = Overlap
Scale Mode = None
Create new UV set = Unchecked
And hit Project. On some faces, the images are not adjusted as they should be. To fix this, select these faces on the box in the viewport and rotate them with the „Rotate selected UVs clockwise/ counterclockwise“-buttons
in the UV Editor until they are in the right positon. At this point, i recommend to delete the history (Edit > Delete By Type > History).
Exporting the box as FBX
Select the Box, go to File > Export Selection >
. Under „General Options“, set the File type to „FBX export“. Use "Box" as filename. In the Export Dialog under "Axis Conversion", make sure the Up Axis is set to Z-up.



. Rename the newly created UV Map to "Lightmap", and the old one to "UVMap".

and scroll down to the "Bake" submenu. Set "Full Render" as Bake Mode. Hit the "Bake"-Button. 


with following settings: 



. (This Menu Point is only active when the Animation Menu Set is active.) Tick the checkbox „“Orient Joint to World“ in the Joint settings. In the side view, click to create 5 joints as shown in the image below. 





and enter following settings in the Export Dialog: 