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For straight up 3d, look at
3D Platformer Demo https://godotengine.org/asset-library/asset/125
or the
3D Kinematic Character Demo https://godotengine.org/asset-library/asset/126
Also, have a look at Truck Town Demo at https://github.com/godotengine/godot-demo-projects/tree/master/3d/truck_town
You typically don't "flip" in 3d. Flipping implies only 2 possible directions in which your character can face...That's the whole point of 3d, to be able to face in any 3 dimensional direction and see the 3d render from whatever angle the camera shows you at any given moment. You simply rotate the player object(s) on the x, y, or z axes to “point” in the three dimension direction you want.
You CAN have what some term as 2d in a 3d world, which is basically "billboard” assets with a fixed-rotation camera in a 3d environment, though I don’t personally see the point. If you are going to go to spend the added effort to build a 3d world, why not make your players 3d as well?
Regarding a 3d sword slash for example, have a look at Adobe’s Mixamo site https://www.mixamo.com. There are tons of free prefab 3d animations there. You can even upload your own 3D toon and have it customized for different animations. Once your download the finished animation, bring it into Godot, Blender, or other 3D modeling program. There you can see exactly how the bones are being moved in time frames and alter them if needed.
As for shading, you don’t HAVE to do any shading at all, but if you are new to it, here is a great primer. https://gamedevelopment.tutsplus.com/tutorials/a-beginners-guide-to-coding-graphics-shaders--cms-23313 .
Another option that might suit you is to go old school and use a fixed rotation camera in a 3d world with billboards for everything, but have 8 different billboard assets for each moving character. So if you are moving East (right), you use model A which faces right… if he turns and walks/runs toward the SE, you swap the model to one that appears to be facing SE (right and downward), and so on for the remaining directions. This still gives the illusion of movement, albeit, not fluid, but it would be far less work and provide more depth than 2d. You can even animate the walk/run/slash into the 2d billboards. I hope that made sense. Have a look at some of the early pseudo 3d games to see what I mean. It’s been awhile, but I think that Age of Empires used a similar technique. It’s also a lot friendlier on the frame rate of potato PCs :) . Hope some of this helps and good luck with your project.