Godot Version
Godot 4.4.1
Question
I’m trying to implement character customization in my game. I’m setting this up by exporting the skeleton as one GLB file, and each asset is a different GLB file.
However, I can’t figure out how to dynamically parent these model files to the skeleton within Godot. If I parent them in blender, export to GLB, and then use them in Godot, it works just fine, but trying to parent them within Godot itself does not work. Setting the “skeleton” property also doesn’t seem to do anything.
I would attach my project files if I could, but this forum won’t allow it, so: Essentially, all I’m doing is selecting the hat/body and exporting to GLB with “Include → Limit to selected objects only” enabled.
Things I’ve tried:
- Directly parenting the object to the skeleton node. Just dragging the skeleton object into the scene, then dragging the customization object onto it to make it a child. Because of the way Godot handles importing scenes, this doesn’t put the model anywhere near the Skeleton3D node.
- Enabling “Editable Children” and setting the customization object’s skeleton to the Skeleton3D node. This does nothing. I don’t know why; maybe something to do with the “Skin” property right next to it? But “Skin” is entirely undocumented on the docs so I don’t know how that’s supposed to work.
- Enabling Editable Children and making the customization object a direct child of the skeleton. Again, nothing happens. Assuming this is because Godot’s import always adds a Node3D as the root of imported scenes, even when it’s just one object, so it’s not the MeshInstance directly being a child of the skeleton that’s the problem?
Any help is appreciated, because I really have no idea how to make this work.
Edit: Uploaded my files to Github. Here it is: GitHub - devvoid/model_issue