The Asset Previewer is a really useful tool for seeing how 3D art assets look without starting up the game and is definitely a big time saver for 3D modding. Here is a guide to what can be done. The Asset Previewer is part of the Asset Editor which can be started from the TOOLS menu in Modbuddy. Note: The Asset Previewer can be quite unstable and tends to crash a lot. Hopefully Firaxis will improve this with time. The first thing to do is open an existing asset using the Open Entity button or File menu > Open Entity. For this tour of the Asset Previewer we'll use Redcoat_ArmorA. The Open Entity dialog has helpful search facilities and you can use the checkboxes to look at only new Assets you have within your Modbuddy project. You should see the Asset Previewer window with the 3D viewport. Here are the 3D Viewport Controls Mouse Wheel - Zoom Alt + RMB Drag - Zoom Alt + LMB Drag - Rotate the camera Ctrl + LMB Drag - Rotate the camera (opposite direction!) Shift + Alt + MMB Drag (Middle Mouse Button) - Reposition camera Shift + LMB Drag - Change sun position (If anyone else discovers more I'd be happy to know about them!) The reason why the Redcoat armor appears to be white is because the red is added via a Tint which is the colour that shows through the transparent areas. The transparent areas of the texture are determined by the TintMask texture. We can add a Tint in the Asset Previewer. Scroll the bottom far right scroll bar down and you should see a row of tabs: Motion, Display, Transform, Animation, etc. Select Transform and scroll that tab to the bottom using the inner scroll bar. You'll see a Tint Color setting. Let's go for RGB values of 0,50,100 for a fetching shade of blue: Now let's add some attachments to our Armor base. Scroll the outer bottom right scroll bar up until you can see list of Attachment points for this model. Double click the box to the right of "Root" and then click the small square [...]. Filter the list to locate first "Male_Caucasian_Head_F" and "Male_Caucasian_MediumBody_HandsA" and add them to the box on the right using ">". As you do this you'll notice that our Blue Coat now has a head and hands: Now go to the "Hat" Attachment Point and select "RoughRider_Hat_A" or another one if you prefer and attach "Redcoat_GunA" to the "WeaponPrimary" Attachment Point. Now we can test the animations for our Asset. Scroll back down to the list of tabs: Motion, Display, Transform,etc and select Animation. Pick ANY in the From State box and ATTACK in the To State box then hit Play. You should see the animation play and effects triggering too! (It's a shame that you can't test sound too but nevermind - this is still very useful) In the top Base tab you can set Terrain=None, Hide Skybox=on and change the Background Color to get a greenscreen screenshot of your unit so that you can make the Unit Portrait icon. You can change the Environment lighting to see how things will appear at Night, Sunrise, Sunset, etc. You can display Bones and their names which can be useful in seeing what is going on.