- open the package, press Shift Ctrl C to open the console, copy-paste
studio.exportall . S4S will create a folder with the same name and export all textures in png and all blend files;
- open lod0 blend file, File - Save as, name it "progress" or something like that;
- rename each s4studio_mesh_ to its lod and the last digit of the cut number. So it should be lod0_0, lod0_1, lod0_2;
- File - Append - lod1 - object - shift-select all s4studio_mesh_ - Append from library;
- rename s4studio_mesh_ to lod1_0, lod1_1, lod1_2;
- do the same for lod2-3 until you have all meshgroups in one file. Delete rig.00x, so that only the original rig remains. Delete all bone_bone_shape.00x, save;
-
click on Code and choose download zip, put the archived file on your desktop;
- back to your blend, File - User Preferences - Install from file, choose the archived file, tick the new addon to enable it;
- now Shift-select all meshgroups and click on Multiedit enter;
- switch to uv_0, move that area of uvs of all meshgroups at once.
- once you're done, click on Multiedit exit;
- the cut numbers are not preserved, so you should change them to the corresponding ones (in the names of the meshgroups);
- save the files, close;
- open lod0 file, delete all s4studio_mesh_, append all lod0_ meshgroups from the progress.blend. No need to rename anything, just save the blend;
- now you can join all meshgroups (if multiple) and rebake the textures. Save the rebaked images ( overwrite the existing maps in that folder) but do not save the blend!
- open lod1, delete meshgroups, append all lod1_ messages from progress.blend, save;
-repeat for all remaining lods;
- open the console again, studio.importall, save.