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I would like to have great amount of various mesh models sharing one humanoid armature and one animations set. I realized I can't do armature parenting/ weight painting in blender, bacause it would be extremely inconvenient when I would like to tweak animations or skeleton later. So somehow I need to create armature with animations in blender, and automatize parenting it to mesh of all models in Godot. But I don't understand how Skeleton and Skin are supposed to work with that. Can I name vertex groups of meshes in blender as correlated bones and use this information after importing to automatically assign bones ?? How would You go about that problem ?

Godot version godot 3.2 stable
in Engine by (7,753 points)

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