Does anyone know how to export locations for attachments on meshes from blender?

  1. What do you want to achieve? Keep it simple and clear!
    I want to have Attachment locations stored as a part of my blend file- I’m going to have a project with hundreds of assets, and it would be very convenient if I could somehow export the data for Attachment’s to be positioned to

  2. What is the issue? Include enough details if possible!
    Manually placing attachments in Studio is going to suck, especially when I go to update a mesh, and have to re-upload a brand new mesh, with possibly different positioning/appearance than it had before (like making small adjustments, such as moving its position in blender)

  3. What solutions have you thought of so far?
    I thought maybe I could try bones - but this page claims that rigging data is not exported along with the mesh

I’m very capable at programming, just trying to set up a smooth workflow to not discourage me from uploading/updating hundreds of mesh assets, so any solution that could give me a location I could generate the attachments from would also work great.

My specific use-case is I’m making gear that characters can wear. That gear has pouches and hooks, that let you attach other gear to that gear, and I want to be able to have attachments for the hooks’ positions, as well as where each individual gear’s best hook-hanging location would be. I’m planning on uploading different skins for gear, as well as gear will have different tiers, as well as I want to make version that custom-fit each different shape “package” torso (later into the future, probably) - So that’s going to be a lot of meshes with a lot of attachments on them, that I’d need to be able to have it be convenient to transfer and modify the meshes’ appearance in Blender, and have the attachments move with them

In the past, I’ve written my own .obj file reader (to WedgeParts) in Roblox (I think the first one ever made for Roblox) - so my backup plan is to export to .obj, name an object that has only one vertice, then copy-paste the .obj text into a script that parses it, looking for the location data. This does not substantially speed up my workflow, so I hope to avoid it, but it is an option at least.