I'm new to modding, english speaker. Is it correct GE wants only one material for each object,.
When skinBindNodeIds is listed in a visual object, this mean disassembling the complex mesh is often needed to work on the mod in blender
When the term skinBindNodeIds is used does that require separating the mesh into parts to work on it in GE.??????
Here's an example of a modHub Tractor with a visual using the skinBindNodeIds with many nodes listed
In this mod from modhub the visual section has this coding
<TransformGroup name="visuals" clipDistance="300" nodeId="352">
<Shape shapeId="41" name="body" clipDistance="300" nodeId="353" materialIds="5" castsShadows="true" receiveShadows="true" skinBindNodeIds="353 289 435 439 471 479 486 495 567"/>
<Shape shapeId="42" name="hydraulic1" translation="0 -0.060968 -2.64609" clipDistance="75" nodeId="354" materialIds="11" castsShadows="true" receiveShadows="true" skinBindNodeIds="354 222 291 292 296"/>
<Shape shapeId="43" name="fendt_logo_cap" rotation="4.36557 0 0" clipDistance="300" nodeId="355" materialIds="5" castsShadows="true" receiveShadows="true"/>