Tomcat Well, you are right. This is the correct way to go on about for character creation. Now i need to find a good workflow that i could apply to character making..
How did i came to this conclusion?
Well..
First i created the cube with bones and added animation, animating bones. then i imported to my godot (blend file) and with the ball nodes tried to move bones into position, and then play animation. and it reset bone positions.
For this to work i would have to calculate the animation bone transforms relative to what i set the deform to, but that is outside my abilities.
While you could do what maths pros like @xyz does and calculate their way out of situations, i just go the least resistance path 😃..
So the least resistance would be to deform enough the character mesh parts,, create necessary shape keys, animate char like usual with rig and then import the glft file, blend file does not import shape keys, annd use the same bone animation along with shape key values.
Now i need to figure out if you can go above 1.0 value in godot. In blender you can.
EDIT:
This oldschool video shows little bit about how to use blender shapekeys in godot
You dont need that escn importer/exporter, gltf/glb file can do that too. Atleast in blender 4.2.1 and godot 4.3