This issue comes up when you're trying to add new meshes to an xx that already has meshes and materials set up. However, this can be easily resolved by specifying a mesh material offset.
A simple situation: you have an xx file with meshes, materials, and textures set up. A character's head.
Now you have some hair meshes from another xx file and want to add them to your character.
Procedure is as usual:
- Add frame hierarchy, materials, and textures to a workspace
- Specify the target frame to add the frames to
- Switch to the target xx
- Add/replace
But now the materials aren't assigned properly for the new meshes.
This is because a material index is used to determine what material should be assigned to each object.
In order to tell SB3Utility which materials to assign, you need to specify a mesh material offset.
The offset is easy to figure out: just look at how many materials exist in the xx before you add any new materials, and then write that in the Hierarchy in the workspace.
Now when you add/replace, the materials will be assigned correctly.
If you are adding meshes separated from another xx, make sure you remember the offset.
If you are combining many xx's together, it's best to finish them one at a time completely and never do it again, otherwise you may forget the offsets.
If one of the meshes is supposed to use a material that already exists in the target xx, you will have to assign this manually.
If you are adding meshes separated from another xx, make sure you remember the offset.
If you are combining many xx's together, it's best to finish them one at a time completely and never do it again, otherwise you may forget the offsets.
If one of the meshes is supposed to use a material that already exists in the target xx, you will have to assign this manually.
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