Here I've made simple facial expression for my player.
Blender 4.3, Godot 4.3
(A) is using separate planes for brows, eyes, and mouth then just change the textures, with simple hand/foot rig.
(B) is a facial rig with bone constraints and drivers, with full hand/fingers/foot rig. There are also no subdivisions on the models as I think it wouldn't matter much during gameplay (with camera zoom out).
Originally I wanted to use A for in-game character and B for cinematic cutscenes but now I'm just gonna use A for both. I will use animated slide show to forward the story (old school NES style) instead of cinematic cut scenes. Just trying to keep things as simple as possible.
Not really the best looking character (well, he's meant to be a bit clueless 😄 ) but overall I'm happy for its simplicity and glad that I got my Blender rig/textures workflow in the bag (lots of trials/errors). No problem import to Godot using .glb file with just Image Texture Nodes.
Next will do some guns and other human characters.