We realized that this was because the origin of the mesh data loaded into InstaMAT was different from that set in the DCC tool, and was being reinterpreted by InstaMAT.
Is there a way to match the origin set in the DCC tool (Blender) without using the origin reinterpreted in InstaMAT, or to use such as Mesh Painted and Mesh Projected Mask even if the shape of the mesh is changed?
-Change the mesh preview
(supplement)
The data to be updated is switched by “(逆輸入)Reimport” .
Thank you for reaching out and providing great detail with your post.
I’d like to explain how InstaMAT’s painting engine works so that I can better clarify the painting behavior you are seeing.
InstaMAT’s paint engine applies paint strokes procedurally to a mesh in 3D space based on the mesh volume, whereas other software applies the strokes based on the mesh’s UVs. This makes it so that artists can create a layering project that can be reused to texture entire classes of assets even when the UVs of each mesh are different. This also means that if the meshes that are being textured by the layering project are a similar shape, the paint strokes will also apply correctly. Therefore, an artist can paint on one version of the model, then use the same layering project to texture the rest to create a scalable and reusable workflow.
I will mention internally your interest in preserving the paint strokes after the mesh changes in the way you have presented.
With regards to having to switch projects in order to update the mesh in the viewport, this is a known issue and will be fixed in the next update.