Godot by design makes creating such structures easy. Its scenes are basically trees of nodes organized in parent-child relationship where child nodes inherit transformations of parent nodes.
So you can have, for example, a torso sprite, with 8 arm sprites as children each of them could in turn have fingers as children etc. When you move the torso sprite everything else would follow...
Sprites can then be animated using AnimationPlayer or Tween nodes. Animations can be combined and sequences via AnimationTree nodes. To orient or aim things via scripts you can use built in functions like look_at(). So there's virtually zero need to use trigonometry directly.