I’m trying to assign a Skeleton3D to a Meshinstance 3D, with zero luck.
I have only found set_skeleton_path(), which only gives an error or is expecting a resource?
and assigning it as $meshinstance.skeleton = get_node(skelton)…
No matter what I get an error and can’t find anything about assigning a skeleton at runtime.
help
It’s the other way around actually…
The parameters of the mesh instance clearly ask for skinning and skeleton…I just can’t seem to get it right…
The code is fine..it’s the method/function for assigning the skeleton that seems to not exist or I don’t know it…
The “set_skeleton_path” is greyed out in the documentation…(depreciated?)
and “set_skeleton()” is not even a function/ doesn’t exist.
A proven workflow is when a mesh bound to a rig (for example, in Blender) is imported into the engine. The mesh is replaced (this can be done via code), but the rig remains unchanged. This is demonstrated in the tutorial.
I agree. That’s not helpful though. You can also assign a mesh when it is in the same scene.
I am equipping weapons and I do not want to use bone attachments…
bows, 2h swords etc are better animated with the skeleton, but having a ton of children(show/hide) on the rig is cumbersome and not very elegant.
You can choose not to hide items, but instead attach and detach the necessary items to the character’s rig (not to the mesh). Whether an item can have its own bones is a question I plan to explore in the near future.
I tried that…It’s the method I have been using…
2 problems…
1 they do not respect the characters rotation( on x, like roll dodge or swimming)
2 smaller issue but annoying…gives errors it cannot find the skeleton on save…
It’s fine…There has been no solution anywhere..it needs to have a propper proposal since it’s literally not supported correctly in engine.
Thanks for your time…
In the mean time I am just showing/hiding them as children…I hate it, but in the end …it’s actually fine.