I would like to add an update to my above post, but if it needs to be started in another thread then let me know.
As a work around to getting a second UV Channel from blender to MDL I have come up with the following.........
Export my model from blender as "Filename_1.x" with the first UV channel selected.
Create the second UV Channel in blender and unwrap as required and select it as the active.
Export this as "Filename_2.x"
Open the "Filename_2.x" file in an editor such as Notepad and find the section near the bottom headed "MeshTextureCoords".
Add the number 2 to the end ot the header. ("MeshTextureCoords2")
Copy the complete section including all numbers till the "}" symbol.
Open "Filename_1.x" in the editor and paste the copied section after the same section that was copied in the other .x file. It should look similar to this.......
MeshTextureCoords {
1764;
-51.492786; 8.529007;,
-56.647167;11.225494;,
-56.526016;11.636242;,
-19.263891;25.135920;,
}
MeshTextureCoords2 {
1764;
0.267638; 0.942728;,
0.677302; 0.967508;,
0.619658; 0.985471;,
1.000000; 1.000000;,
}
Find the section near the top of the "Filename_1.x"
template MeshTextureCoords {
<F6F23F40-7686-11cf-8F52-0040333594A3>
DWORD nTextureCoords;
array Coords2d textureCoords[nTextureCoords];
}
and add this section underneath it.....
template MeshTextureCoords2 {
<564556B9-6802-49AB-8910-31D759C378CF>
DWORD nTextureCoords;
array Coords2d textureCoords[nTextureCoords];
}
save this file and you now have an .x file with 2 uv channels which can be opened in modelconverterx.
Is it possible to read the inactive uv channel and send it as part of the export in the code for this addon. I know it can be displayed in the 3d viewport using the UV Map Node.....
Thanks again for the amazing work you have done so far.
Danny