Hi, I wonder how to setup a skinned character model that uses multiple meshes as separate parts of the body. The model is fully rigged and each part of the character body is treated as a separate part that I plan to swap for another mesh that uses the same rig. For example, the head will have a different haircut and option for wearing a helmet. Now, I try to understand how to tackle this correctly.
- Should I save these all meshes skin as separate unique tres files after importing?
- suppose that I will replace by scripting some part of the model from the other file (different glb, same positions, translations, identical rig, vertex groups, weights, etc.). Do I need to generate tres files for any new "part" of this swappable skinned mesh?
- Is there any possibility of importing only skeleton animations? Previously I've used unity and I imported only TPose models (rig+mesh) without animations, and I kept all animations in separate fbx files (only skeleton, no mesh). Preserving rig structure updates, additions, and making variations of animations was very easy. Is possible to have some similar workflow in Godot? Or every time I need to overwrite the main GLB with the model and all animations?
- If the part of the model is toggled from visibility, is still calculated during rig animations? Or maybe is better to reconstruct the whole model from the ground before instancing - for example instead of having 4 variants of haircut meshes where only one of them is visible, just remove by script not used mesh nodes and instantiate only one?
Sorry for these long questions 🙁 Normally I try to avoid bothering people, but it's hard to find more detailed info about the things that I try to figure out.