Reference index / 캐릭터·오브젝트 애니메이션 기초
Blend Shape
Blending prebuilt vertex shapes to create expressions or deformation.
When to use it
Facial expressions, blinking, and muscle deformation.
Caveats and distinctions
Character animation, gameplay position, and collision logic may be separate systems. Check engine import settings, axes, and units.
Implementation and classification
게임 애니메이션 / 캐릭터·오브젝트 애니메이션 기초
Sources and verification status
https://docs.godotengine.org/en/stable/tutorials/animation/introduction.html
Source scope and verification status describe the existing catalog record. Publishing this page does not independently re-verify the latest library version, license, or production behavior.