Skin Manager

At the left side of the panel you'll see a list of skins of the model. You can select one by single clicking it.

Set Skin Assign the selected skin to the mesh subset that consists of all currently selected model faces or groups (sse below). If the model has only one skin, it is automatically assigned to all faces.
Skin Editor Open the Skin Editor  with the selected skin. The skin editor allows to paint onto the skin, export skin textures, or manually edit the mapping.
Skin Settings Open the Skin Settings Panel to edit the skin name, the skin material, load an effect or shader to the skin, import a texture from a file, or assign an external texture file.
New Skin Add a new skin after the selected skin, and opens the Skin Settings Panel. A skin name is created (default: skin1, skin2 etc.)
Duplicate Skin Duplicate the current skin.
Delete Skin Delete the current skin.

Export to ASC Export the skin settings to a text file.
Import from ASC Import the skin settings from a text file.

Skin order

Every mesh subset is rendered in a separate pass; thus the model rendering time depends on the number of subsets with assigned skins. When rendering, the first skin can be changed through the entities' skin parameter. This way certain model faces, for instance the clothing, can be drawn with different skins. Faces not assigned to the first skin are always drawn with their assigned skin, regardless of the skin parameter. Further skins not assigned to any faces can be used for shaders or effects. Any additional skins that belong to a subset must immediately follow the skin that is assigned to that subset. Skins not assigned to a particular subset - for instance, a lightmap - must follow the subset skins.

Example:

Let's assume that an entity has 3 mesh subsets, and the following skin assignments:

Skin1 -> assigned to subset 1 on the first UV coordinate set (texture for subset 1)
Skin2 -> unassigned (e.g normal map for subset 1)
Skin3 -> assigned to subset 2 on the first UV coordinate set (texture for subset 2)
Skin4 -> unassigned (e.g. normal map for subset 2)
Skin5 -> assigned to subset 3 on the first UV coordinate set (texture for subset 3)
Skin6 -> unassigned (e.g normal map for subset 3)
Skin7 -> unassigned, or assigned to the whole mesh on the second UV coordinate set (lightmap)
Skin8 -> unassigned

The 3 subsets are rendered in 3 passes, where the assigned skin is always entSkin1, the normal map is always entSkin2, and the lightmap is always entSkin3.
In render pass 1, Skin1 is used for entSkin1, Skin2 for entSkin2, Skin7 for entSkin3, and Skin8 for entSkin4.
In render pass 2, Skin3 is used for entSkin1, Skin4 for entSkin2, Skin7 for entSkin3, and Skin8 for entSkin4.
In render pass 3, Skin5 is used for entSkin1, Skin6 for entSkin2, Skin7 for entSkin3, and Skin8 for entSkin4.

The above model would need a normalmapping shader for rendering. If a model has no shader, but uses the second UV coordinate set, it is assumed that entSkin2 is the lightmap.

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