Updated the spec, and I have found someone for a MilkShape exporter (just to get it started).
I have done away with all submesh/surface conventions. I found in the past with Blitz3D that this caused a lot of problems with physical properties per material...for example, if a surface has a glass material, you don't want it to occlude line-of-sight tests, but what if another surface on the same mesh is a wall? The same problem occurs in my engine's physics system. So there's one material per limb/mesh/entity, and I have not regretted that decision yet.
I have done away with all submesh/surface conventions. I found in the past with Blitz3D that this caused a lot of problems with physical properties per material...for example, if a surface has a glass material, you don't want it to occlude line-of-sight tests, but what if another surface on the same mesh is a wall? The same problem occurs in my engine's physics system. So there's one material per limb/mesh/entity, and I have not regretted that decision yet.