title: babylon.js meshes get same material
body: <p>I'm using BabylonJS V3 with Blender 2.79 to create product visualizations. Many times, it is necessary to define more complex shaders in the JS code. I'm using lines like</p>
  <p><div class="snippet" data-lang="js" data-hide="false" data-console="false" data-babel="false">
  <div class="snippet-code">
  <pre class="snippet-code-js lang-js prettyprint-override"><code>scene.meshes[1].material.emissiveColor = new BABYLON.Color3(1, 0, 0);</code></pre>
  </div>
  </div>
  </p>
  <p>to define the shaders after export. Usually every mesh can get it's own shader this way. Unfortunately in one case, the shader of multiple meshes is overwritten. Did someone have a similar problem?
  All meshes are named individually, they all have a basic (individual) shader from blender. They don't share any datablocks, no instancing or duplication was done. I'm thankful for every hint.</p>
  <h1>Edit</h1>
  <p>It seems, the error occurs with the new version (3.0), updating to 3.1 fixes the problem, but introduces errors with the arc-rotate camera. As soon as you click on the canvas, to rotate the view, you can't release the mouse anymore. Are the latest stable releases buggy?</p>
  <h1>Edit 2</h1>
  <p>After some in depth trouble shooting we came to the conclusion, that the 3.0 and 3.1 versions and/or their exporter plugins are faulty. Even in the simplest testscenes, this error occurs. Alongside other problems, like broken cameras and displaced geometry.</p>