ShapeKey Animation is bind to one mesh

Godot Version

4.5

Question

My imported animation data has separated channels for the bone transform (Skeleton3D) and shapekey data (MeshName).

The animation work on all my added MeshInstance3D objects. That is pretty cool.

But how can I achieve that my shapekey animation target the other meshes too?

Is there a similar possibility to set a master mesh like “Set Master Pose Component”/“Set Leader Pose Component” in Unreal?

I read and show all the information that I found, but now I am struggle a little bit on this point.

Other meshes should contain shape keys and simply be animated together.

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Hallo Tomcat,

thank you for your replay.

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.

Thank you for sharing this project. :smiley: It seams this project don’t use shape key animation, but I will look forward to learn more from this project.

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.

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