Your crash is being discussed here:
Linked Mesh Bug
It would help to explain what you have tried, what you got, and how that differs from what you expected. The video only shows you clicking wildly.
You can try this:
1) Click mesh Group 1/hair-medium
.
2) Click Mesh
checkbox.
3) Click blue linked mesh button.
4) Click the new Group 1/hair-medium
that was created (under the slot, not under the skin placeholder which is the original mesh).
5) Click rename and change the name to Group 1/hair-medium-fx
. You now how have two attachments that share the same mesh but have different images.
If you drag Group 1/hair-medium-fx
to another slot, you will get a message that linked meshes were also moved. From the documentation: "Linked meshes must always be under the same slot as the original mesh. Moving any of them to another slot will cause all the meshes to be moved." This limitation means it's not currently possible to do what you want. A slot can only have a single mesh visible at once, so you can't have two linked meshes visible at the same time.
The reason for this limitation is DeformTimeline
, which changes the vertices for a mesh. To find which mesh it should change change, it knows what slot to look in. If a linked mesh could be in any slot, it would have to look in ALL slots for potential meshes it should change. We wanted to avoid that, and to be honest, we couldn't think of a use case for using a linked mesh in a different slot. Your "overlay" use case makes sense, though I don't expect it is terribly common.