Say that I have a character in blender with multiple clothes and weapons. I obviously don't want them all to be visible at once.
So how do I remove/separate them? Do I leave them all visible in blender and have some code in Godot make the unequipped meshes invisible.
Or is there a way to have these items exist in separate scenes while preserving their armature modifiers (that connects them to the main body of the character)? Is there a way to have the equipment be more modular and not have a long list of meshes in the same scene?
Ideally there'd be something in Blender that can connect my equipment from separate .blend files, like how Godot can instantiate a child scene in the editor, so that I can see them all in the same file when editing them, but they'd be imported into godot as separate files.
I don't want to have to take a part the single blend file and split it into a bunch of scenes every time I make a change or add an item.