kuligs2 This oldschool video shows little bit about how to use blender shapekeys in godot
Well, thanks for the tons of ads! Can you tell me in a nutshell how this is different from my tutorial?
Now i need to figure out if you can go above 1.0 value in godot. In blender you can.
Why? Make the shape for max change, so you don't need more than 1.
For this to work i would have to calculate the animation bone transforms relative to what i set the deform to
It's enough to bind the change bones of the mesh (make them children) to the bones of the model's rig, so that they move together. Here is an example, when boobs and butt are controlled by bones attached to the skeleton.

As far as I understand, this is roughly the method used in the first animations — moving vertices, before the invention of the rig. Now they are coming back to this idea (kind of like surface animation). But the question arises — how many such bones are needed to control the mesh? Ideally, probably as many as there are nodes on the mesh. Something too much turns out.