It is common to have meshes with duplicate names in a max scene. The skinned mesh should be resolved by node handle to make this more robust.
This will require a wrapper function that a max Node can be passed to and the node handle is then passed to the backend.
Bones should still be resolved by name as node handles can change from scene to scene.
It is common to have meshes with duplicate names in a max scene. The skinned mesh should be resolved by node handle to make this more robust. This will require a wrapper function that a max Node can be passed to and the node handle is then passed to the backend. Bones should still be resolved by name as node handles can change from scene to scene.