In this video, we could adjust the character to be thin or fat, short or tall, but for my game, the player does not need this interface.
My question is: while all online tutorials of Blender teach how to do riggings, weight paintings, etc. that could transfer to Godot side, is it possible to accomplish what I am thinking with respect to the segment in the video above?
I would like to create multiple characters that could be made thin or fat, short or tall, etc. and the rigging would still work (as in the character could still walk, run, jump, etc. and still look right) So is something like this possible in Godot and how could we begin from Blender side in this case?
Multiple meshes over the same skeleton and turn off the one(s) you don’t want. Example of this at youtube.com/watch?v=dNq1VVPNljA or using a more modular approach https://www.youtube.com/watch?v=awJftuLEWJA . This would allow multiple predefined body styles and sizes which would be swapped out at runtime.
You can use blend shapes to slightly modify a mesh at run time between two or more shapes. This is mostly done in your 3D modeling software, Blender for instance calls them “Shape Keys”.
I was also able to change the proportions of the rig (character growth in the game) but I’ll talk about that later.
A version of Diffeomorphic BVH and FBX Retargeter for Blender 5 has been released. Therefore, the tutorial is relevant for all recent versions of the software.