I agree with the naming convention change. The one of Oot3D is very solid and easy to understand, while Majora's Mask's one is a little convoluted.
Just wanted to mention this quickly before you continue any further. Make sure you rip the CMB file directly from the tools I included, not converting/exporting them to dae.
Because if you do, you're gonna get inaccurate uv's with Cmbviewer's .dae exports. It's been known to me that in multiple occasions, it overshoots the bounding box. (f.e. in Ganondorf's Castle ganon_7_info, the round carpet)
It's not noticeable at first, but when zooming in on the uv edges and comparing both, I saw seams on the dae counterparts that weren't there before in both noclip.website and on the newer tool exports.
As for the Blender not importing vertex color alpha, I simply suggest doing the cmb import work with 2.79a build and then loading the saved file from another Blender to continue working on it from there.
Just wanted to mention this quickly before you continue any further. Make sure you rip the CMB file directly from the tools I included, not converting/exporting them to dae.
Because if you do, you're gonna get inaccurate uv's with Cmbviewer's .dae exports. It's been known to me that in multiple occasions, it overshoots the bounding box. (f.e. in Ganondorf's Castle ganon_7_info, the round carpet)
It's not noticeable at first, but when zooming in on the uv edges and comparing both, I saw seams on the dae counterparts that weren't there before in both noclip.website and on the newer tool exports.
As for the Blender not importing vertex color alpha, I simply suggest doing the cmb import work with 2.79a build and then loading the saved file from another Blender to continue working on it from there.