I'm not a coder, but helping someone who is writing a .nif translator for Maya. In Fallout/Skyrim, skinning data is stored in partition groups for controlling visibility on those groups of triangles.
Blind Data seemed a good choice to set models up for export, but I'm not seeing a good workflow using it. -How to interpret 'Query', fix accidental overlaps of data groups, or unassign faces from a group entirely?
Or, Create>Set>Partition seems like an option, but is apparently hard to manage in c++.
Anyone have any experience here?