Blender Accessory Helper - enimaroah-cubic/Sb3UGS GitHub Wiki
This is easier than the Blender Clothes Cycle because Blender's FBX importer keeps the parenting of unskinned meshes. But to ease with the creating of the mesh parents you can import an accessory and use its hierarchy.
Check all Transforms. Easy requires that all Transforms have an Identity transformation matrix. If any is not then correct them:
Then select a mesh for export either in the Object Tree or in the Mesh list.
Imported in Blender, check the parenting in Relations:
Import your own mesh - Hair in this example. Adapt the size - see the scaling and translation.
And since we did this to the mesh object, we have to Apply those scaling and translation. This bakes the transformation into the local coordinates of the mesh. The new mesh gets also parented to the same parent as the original. This operation rotates the mesh because the Armature has that nasty 90 degrees for X.
Export in Blender, import in Sb3UGS. The same mesh parent means that the new mesh is imported as second submesh:
The miraculous Y translation is visible in first blender screenshot above directly after import. 0.01 seems to be freely invented for unknown reason. Maybe the new mesh would get not translated if we applied the same -0.01 to it.
Drag 'n drop with the following options into the Blue Area: