I've managed to successfully import a simple 3D model from blender 2.8 via the better collada exporter into Godot as per the docs.
Animations are there and play properly, moving both the bones and mesh. However I will want to have simplified collision meshes for specific parts of the character (think hurtboxes kinda thing) that of course will need to be deformed with the bones as the characters arms, legs, etc. move. I made those simple meshes and for testing purposes just bound the full collision mesh to a single bone. It moves with the bone movement and rotation when I play the various animations in blender, but not in Godot.
Setup in blender:
-> Player (Armature object)
---> chesthurtbox-colonly
---> playermesh
The colonly marked mesh has the armature modifier on it, as does the player_mesh
.
When opening the scnene in Godot I get the following node tree:
Scene Root (Spatial)
-> Animation Player
-> Player (Spatial)
--> Skeleton
---> chesthurtbox (static body)
----> shape (Collision shape, concave)
---> playermesh (mesh instance)
As I mentioned the mesh animates but the collision does not. I tried changing the static body parent of the collision object to a kinematic body but the animation will still not move the collision box around.
Thoughts?