安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
 
											 
													

 
						 
						 
						 
						 
						 
						 
						

 
			 
						





Do you happen to know how to work with SubMeshes from Blender?
My situation is: I'm trying to do a draft horse improvement mod, reusing vanilla assets as much a possible. So, as in the original draft horse, the horse mesh is separate from the harness, but I've added skinning to the harness too, so that it follows the movements of my horse.
The original harness was static.
So now, I don't want to have in the .mdl 2 identical armatures that animate the 2 meshes, instead I'd like the 2 meshes to reuse the same, and I think this can be achieved with SubMeshes, but no idea how to set them in Blender for the Model Editor to like it. The FBX exports just the horse unless I explicitly exclude it from the export...