Thanks for the clear answers!
This is exactly what I wanted to understand. The fact that PolyRig generates standard Godot nodes/resources and does not create runtime dependencies makes it much easier for me to consider using it in a "real project".
I think this kind of tool is really needed in the Godot workflow. For people like me, who want to focus on the essential work needed to actually move a game forward, PolyRig seems to cover the fundamentals of 2D rigging, mesh generation, and weight editing in a very practical way. It looks like it can help create more precise animations faster, without having to leave Godot or add an external runtime.
I know it is still Early Access, but it looks very promising. I’m happy to take the chance and buy it with a small extra as a gesture of appreciation for your work. If the plugin keeps maturing and becomes part of my workflow, I’d be glad to support the project again in the future.
Good luck with your academic work too, and thanks again for building this! 😊