How do I make a Skinned Mesh follow an armature?

Godot Version

4.6 beta 2

Question

Hello everyone :waving_hand: I’ll get straight to the point.

I’ve made a simple character, It’s rigged and working. Yet I wanted to test out some type of dynamic clothing system. So I made a simple shirt and tried different ways to export it.

To attach the shirt, I simply parented it to the armature and transferred the weights from the base body to the shirt in Blender.

The only attempt where it worked was when I exported the armature, the character and the shirt all together.

However I really would like to find a way to export the shirt separately and simply re-attach it in Godot, for in-game customization.

Any other thing I tried would have the shirt not follow the armature like shown in this image:

This is the scene tree if it helps at all:


(Char_002 is the base body, Shirt is… well, the shirt)

I searched the forum and in other places but I couldn’t find any information. I’m new to Godot and It’s forum, so I really don’t know what I’m doing :disappointed_face:

That won’t work. You need to import it together with the rig, and then you can transfer it from one rig to another similar one in the engine.

This is something I tried. Exporting the rig twice, one time with the shirt and another time without it, and it did not work.

But this time it did, so I must’ve done something wrong last time, thanks!