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Description
Is your feature request related to a problem? Please describe.
I use attributes for stuff like automatically merging lods or replicating game behavior. This only became a minor issue for me after the new naming system, as I used the prior system's inclusion of the "atr_" found at the end of the mesh name, like "...shpk;atr_lod;atr_ude", to distinguish which mesh uses what attributes. I tried updating my script to use modelAttributes data property, but that gives EVERY attribute found on the whole model, not separated.
Describe the solution you'd like
I believe within CharacterComposer.cs, a new property similar to how meshShapes is found can be used, but for meshAttributes. Where each mesh part gets their appropriate attribute(s), just like the shapekeys.
