godotengine / godotengine/godot
there is no way to register skin to a skeleton made by rendering server
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
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Description
### Tested versions
all godot 4 versions
### System information
win 11
### Issue description
i am trying to create a character using rendering server using mesh and skeleton data but i cant assign the the skin data wish result to character to deform incorrectly
### Steps to reproduce
there is no way to assign a skin
```gdscript
RenderingServer.skeleton_allocate_data(character.skeleton,skeleton.get_bone_count())
for bone:int in skeleton.get_bone_count():
RenderingServer.skeleton_bone_set_transform(character.skeleton,bone,trans*skeleton.get_bone_pose(bone))
for i:int in 8:
var instance:RID = RenderingServer.instance_create()
character.instances.append(instance)
RenderingServer.instance_set_transform(instance,trans)
RenderingServer.instance_set_scenario(instance,get_world_3d().scenario)
RenderingServer.instance_set_base(instance,meshs[i])
RenderingServer.instance_attach_skeleton(instance,character.skeleton)
```
### Minimal reproduction project (MRP)
.
Contributor guide
Research direction
Start with the RenderingServer calls shown in the issue, especially skeleton_allocate_data and instance_attach_skeleton, and investigate how mesh, skeleton, and skin data are represented in the Godot 4 rendering APIs. Reproduce the deformation problem on Windows with a minimal project; completion requires an agreed, working way to assign skin data or a clearly documented limitation.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- godot
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100