Hello, I’m trying to make a character editor in Godot 3D. I had started making one on another engine, but in the end I’m trying to work more on Godot. The problem is that the other engine automatically linked the different parts of the body (I work with cut-out assets that are placed exactly on the same points in terms of topology, UV, and normal. Normally, when I link them in Blender, everything works fine). However, in Godot, the connection is not made automatically, so I would like to know if there is a specific line of code or something else that would allow me to have more than one object attached.
I tried a plugin without success.
What is “Linking”? Can you explain what kind of connection you are trying to make? Are you using an Armature in blender? What plugin did you try? Why did it fail?
For anyone to help they must know: What exactly do you expect to happen versus what really happens?
I’ll try to be more specific. I made a basic model, separating the head from the body. This way, I can make other heads (without moving the vertices where I cut). I have an armature, but I could just as easily not have one. In Blender, if I want to “reattach” a head to my body, I just have to do a merge by distance in edit mode. In Godot, I want to reattach these pieces and make them into a single mesh, not a single object, but with the vertices reattached. I tried using an ArrayMesh, but I don’t really understand how to use custom meshes, and I tried the “Merging Meshes Godot” plugin. It seems to me that it uses ArrayMeshes, but it didn’t work. Basically, I’m trying to stick two objects together in Godot, which has vertices in the same places to facilitate a connection. I would like these objects to become one mesh.