Hi,
I’ve just been testing out proxies to use with animated meshes, and I’ve run into a problem.
Basically I have a character which has a skinned main mesh and some rigid linked body parts, with different materials.
I want to export the entire character as a proxy so I can randomly offset the animation to create crowds.
However, when I do this (as a single mesh) it looks like it’s only taking one material and assigning it to the whole mesh.
If I export it as separate proxies, it’s fine - but that it makes it more awkward to randomly offset the characters, as various body parts are now separate proxies.
From a quick test, it looks like I could create a multi-sub-object material before export, but I have quite a few characters with different costumes, and I wondered if it was a known/bug limitation, or if there was something I was missing.
Basically it seems like the export process isn’t doing the condensing materials that is allowed when objects are attached normally?
Thanks,
Steve