My other meshes have the same shape keys but only response when I target it directly. All other tries to work with placeholder not work.
As example in AnimationPlayers animation:
root/Skeleton3D/Body:body_cbs_shin_x155p_r (Work on Body mesh)
when I rename to
root/Skeleton3D/Cloth_A:body_cbs_shin_x155p_r (Work on Cloth_A not on Body mesh)
Maybe I importet my animation wrong?
The only way at the moment I can imagine is to duplicate the animation track and rename to all my mesh names.
As I forgot: I dynamically change cloth pieces at runtime. I do not export my animation with all possible cloth pieces.
I use a translator and cannot understand everything. You can look at this work, which was done for my project — perhaps you will find something useful here.
In this project, clothing is tailored to the character’s shape (age) — these are shape keys for different meshes.
I’m doing something similar for my project. A character generator, also based on MakeHuman. But I’m currently stuck on the problem of smooth character growing up, although I’ve had some success. It’s a Sims-like project.
To animate a character, you just need to animate (assign animation) the main rig, and the shapes are adjusted via code and follow the rig.
Yes, armature deform at runtime for different proportion is a huge topic. In my project I don’t cover this. At the moment, my different proportion for male and female and size go direct into the animation.
Since I sort my interchangeable clothing items into groups, I opted for the simple solution of exporting placeholders that containing the shape keys. This way, all the information I needed is integrated into the animation without scripting in Godot.