Actually I was starting to consider it was a weights issue, because I was just comparing vertex groups and noticed some of the meshes had the bone chain and some didnt. I did tried to add those "dummy" vertex groups, but didnt added any weights (the problem persisted anyway)

I'm aware of the missing object/mesh situation thing. but I've tried to add just a simple face to fake the missing object, and got the same problem. Ofc I also didnt add any weights to it, so I had the same problem.

I'll test the new version, and now that I understand that it might be indeed a lack of weights, I'll try to re-add the placeholder mesh to replace the belt, and see how it works.

PS-Tried Mono, crashes quite easily, and unfortunately I can't browse anything outside my home folder, so I'll keep using wine instead.

EDIT:
Just one reminder Norbyte, I had situations, just for the purpose of testing where I would import the GR2 directly from the original assets to DAE, and then procceed to import that same DAE back to GR2 and had the same issue, no armor, naked character. I can also say with 100% I tested that with an armor with two parts (the infamous belt part ofc). Like I said, I never had problems with bracers or boots. Its mainly armors that have 2 parts, and its not always because the mesh was deleted.

EDIT 2:
The 0.000001 fixed the issue, and I just did a plane with 4 vertex to act as placeholder for the belt scaled to 0.0 and also weighted it to the Pelvis bone.

And a suggestion if possible Nordbyte. Because you cant really set the export order for the objects (there is a Sort by Object name option but thats it), but as far as I can verify the order is relevant for keeping the correct textures applied, would it be possible to be able to change the order in the mesh list? That would be great, if not to complicated =)

Anyway, thank you again for your priceless help, you're awesome!

Last edited by Vector; 31/01/16 03:31 PM.