As for now, Godot primary way to work with 3d is a glb format file. The nice highlevel interface allows you to include a 3d object into a scene with a simple drag-and-drop. The easiness of this operation masks a lot of things and plays a cruel prank on an unprepared developer when it comes to 3d objects with ability to animate. And the most popular 3d workflow being mixamo to blender to Godot doesn't help either. This video main goal is to show you a way to think of an animated character from an architectural perspective. Today's episode contains a lot of theory and Godot specific lifehacks and lays ground for a third one. Watch closely, because in the next episode we'll be able to suddenly create a studio-looking jump and a combat system from zero using these approaches. For now, our 3d character transforms from a walking capsule to a walking humanoid with almost unchanged controller.
00:00 Intro
00:36 What we are trying to fix
01:40 What is an imported character?
02:25 The fall of MVC
02:50 The rise of true king PAC
04:12 Avoid workflow trap
05:06 Do this instead
06:56 Jump action
08:07 State machine organization
09:08 Use templates, people
09:47 Intermediate transitions intro
10:27 Animations and how to not use them
11:18 Base
12:12 Animations and how to use them
Table of transition logic:
docs.google.com/spreadsheets/...
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