Summary
This chapter started off with a discussion about which software (Blender versus Godot) would be suitable for animations. We exemplified different cases of animation and determined that Blender is the right choice for animating systems that have individually moving parts.
We then discussed the importance of good geometry, better known as topology, since not everything that looks good is good enough from an animation perspective. Once the system is in motion, the vertices, faces, and edges will act like a wrapper around a skeleton. If you know you’ll be animating your model, you might be careful in how you create the geometry better ahead of time.
Nevertheless, if such an early option is not always possible, to prevent tearing and creasing that might occur in certain areas of a model, we introduced the grab option. It can help you resolve problematic parts by moving them to a different location.
As soon as the distribution of vertices is in a favorable place,...