Godot Version
Godot4.4 beta1
Question
Now, I am preparing to add animations to the character. However, I am currently facing an issue:
My character includes mesh-type eyebrows and beard.
In this scenario, if the character’s animation involves movements of the forehead or mouth, then blend_shape type animations must also be added to the eyebrows and beard mesh.
Additionally, since my character supports players defining 20 types of beards.
The above is the background of the problem. My question is:
Since players typically only choose one type of beard, how should I set up the animation tree for this character? Should I predefine all 20 types of beards in the animation tree (but control their activation through parameters), or should I dynamically generate the animation tree when the player selects a beard type, thereby only retaining the animations for one type of beard?
and actually now i do it with the first method.