Is your feature request related to a problem? Please describe.
I use attributes for stuff like automatically merging lods or replicating game behavior. This only became a minor issue for me after the new naming system, as I used the prior system's inclusion of the "atr_" found at the end of the mesh name, like "...shpk;atr_lod;atr_ude", to distinguish which mesh uses what attributes. I tried updating my script to use modelAttributes data property, but that gives EVERY attribute found on the whole model, not separated.
Describe the solution you'd like
I believe within CharacterComposer.cs, a new property similar to how meshShapes is found can be used, but for meshAttributes. Where each mesh part gets their appropriate attribute(s), just like the shapekeys.
Additional context

Is your feature request related to a problem? Please describe.
I use attributes for stuff like automatically merging lods or replicating game behavior. This only became a minor issue for me after the new naming system, as I used the prior system's inclusion of the "atr_" found at the end of the mesh name, like "...shpk;atr_lod;atr_ude", to distinguish which mesh uses what attributes. I tried updating my script to use modelAttributes data property, but that gives EVERY attribute found on the whole model, not separated.
Describe the solution you'd like
I believe within CharacterComposer.cs, a new property similar to how meshShapes is found can be used, but for meshAttributes. Where each mesh part gets their appropriate attribute(s), just like the shapekeys.
Additional context
