TLDR: a mesh in godot 4 moves with a skeleton so 1) parent the clothes in blender to the skeleton use the same skeleton for your player mesh and your clothes. 2) import your base mesh and create the skeleton profile in godot using the import menu 3) repeat the process for the clothes. Export the clothes with a skeleton from blender to Godot. 4)Parent the mesh in godot to the skeleton you want the clothes mesh to follow. Or instance it as a scene through code. The mesh should now follow the model. Please like if this helps thanks 👍
I'm not sure actually. But I'll say what I know It did error while running. It didn't highlight the error because the variable wasn't typecast when created so the editor has no knowledge of its methods. I think. That's my understanding I could be wrong.
the only video on this topic and greatly explained, kudos man
TLDR: a mesh in godot 4 moves with a skeleton so
1) parent the clothes in blender to the skeleton use the same skeleton for your player mesh and your clothes.
2) import your base mesh and create the skeleton profile in godot using the import menu
3) repeat the process for the clothes. Export the clothes with a skeleton from blender to Godot.
4)Parent the mesh in godot to the skeleton you want the clothes mesh to follow. Or instance it as a scene through code.
The mesh should now follow the model.
Please like if this helps thanks 👍
This video was so helpful o:
19:30 you had a typo when you wrote "inatantiate" but there was no error message, why?
I'm not sure actually. But I'll say what I know
It did error while running.
It didn't highlight the error because the variable wasn't typecast when created so the editor has no knowledge of its methods.
I think.
That's my understanding I could be wrong.
thanks ... you should also do the empty group route to avoid clipping ruclips.net/video/IkfgHp_eDdE/видео.html the rest is the same