I just started learning Godote. And I was interested in the question.
Is it possible to create “character creator” In Godot?
I’m working on 3D in blender and I can’t change mesh and bones at the same time.
If I change bones the mesh moves after the bone.
If I only change the mesh, the bones don’t move correctly.
How are characters created in general?
daz3d
Blender has a very good tutorial on rigging characters in the manual. You should read some of that to get an idea of how rigging boes to meshes works. Once your mesh is finished in blender and imported to godot, you should never need to modify it in godot, only pose the skeleton to bend it.
As for character models with complex rigging for character creators like Bethesda’s or From’s, that’s all done in blender through rigging, then each slider in the editor is set up similar to an animation. The same principles of bending an arm also apply to changing the volume of a part, it’s just much more complicated to rig it.
Godot is perfectly capable of using that, but how to accomplish it would be like a master class course woth, just because the possibilities are endless. Butif you can make a slider in godot bend and arm, you can make it change any other factor of a well rigger model.
Let’s say I want to create, for example, a Slider to increase the length of the arms
I can create a Shape key
But then the bones will not move correctly.
I can Save the bone deformation as an animation
But due to the fact that the Armature is the parent of the Mesh
It will affect like this
And then how is it done?
To get proper bending you need to set up proper “weight paint” on each bone, which is not a simple thing. It takes artists months to learn to do it right.
As for the second part, you should only even modify the rotation and scale of a bone unless you have a mesh with disconnected parts (like some kind of robot or a tool/clothing animation). Translating a bone does not usually result in a good deformation and it changes where it rotates from, which can break other animation in turn.
That is the expected behaviour. If you change a mesh topology, you need to rig the changed parts again. You can’t just edit the mesh and expect it to work with the same skeleton.
There are other better places to ask about rigging, specifically.
As for the godot side, you should have all the animations affect the skeleton, not the mesh directly.
Sorry if I am not explaining enough, but it is such a broad field and you are only showing the results and none of your setup. It’s hard to guess what you are intending to learn.
That is the expected behaviour. If you change a mesh topology, you need to rig the changed parts again. You can’t just edit the mesh and expect it to work with the same skeleton.
I know it
As for the godot side, you should have all the animations affect the skeleton, not the mesh directly.
But how to do that?
Skeleton is attached to the mesh.
Yes I can save Skeleton and Mesh as different objects
Mesh.fbx Armature.fbx
But can I connect them into one object in Godot?
If yes. Wouldn’t the animation then be applied automatically like in blender?
In the previous message I set the shape key = 1.00
Afterwards I changed the position in the skeleton bones in pose mode
So that the bones are in the right place and it doesn’t turn out like in
Now I have changed the shape of the mesh and the skeleton now does not correspond to the mesh
But when I connect bones and mashes
Mesh AUTOMATICALLY Changes From Skeleton
And after ALL geometry breaks