I am working on a Godot Project and I have hit a road block, so I thought I would reach out to the community and see if anyone can provide some insight.

I am making a 3D game and I have some 3D assets, of which, one is a 3D human character that is modular. There is a single skeleton but multiple meshes are used for the body. For example, one for the head, one for the lower left arm, one for the right hand, and so on.

I created a player scene that holds the animated skeleton.

I created a scene with all the left hand meshes, I then add that "hand" scene in my player scene, and attach it to a BoneAttachment3D which is attached to the left hand bone in the skeleton. All the animations work as they should. In the code I am able to swap the meshes around for the left hand as I need to simulate things like putting on gloves.

The flow is the same for all the body parts with the exemption of the hips, and that is where I have run into a wall that I cannot seem to overcome. All the other body parts attach to a single bone and there is not need for the mesh to change shape, but the hips mesh needs to. For example, the hips mesh connects at the waist to the hip skeleton bone, but also needs to connect to the top of the left knee and the right knee.

Any advice will be appreciated.

If you do it that way then you'd need to have the hip mesh and both thigh meshes separated. It's gonna be like robot's hip or superman with underpants hip.