0 votes

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 (5,651 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.