I have a character that is an instance with a base CharacterBody3d node, whose visible elements are imported glFT2.0 (.glb) meshes. I am trying to give it a first person camera by sticking a Camera3D inside it, then using its Cull Mask to exclude the character itself.
The problem is, I have no idea how/where to actually set the visibility layer. According to the documentation any node that inherits from VisualInstance3d should have them, however none of the objects on the character qualify, the base is a CharacterBody3d and the meshes imported as basic Node3Ds; they may contain MeshInstance3ds inside them, but that's not exposed in Godot itself.
So, how do I set the visibility layer for this object?