After importing a GLB file with animations using a Bone Map, some animation data seems to be lost

Godot Version

4.3.stable

Question

My goal is to assign a Bone Map to my character so I can later on bring a slightly different character and move the animations over to that new one.

My character is a simple voxel based character so it just doesn’t have all the bones that full humanoid character would have. However, if I understood how Bone Maps work (and animation retargeting), as long as all the bones in imported model are mapped to a bone in the SkeletonProfileHumanoid profile (and they all show in green) I should be able to use this. I would expect to have the same bones with just different names.
And this is partially what happens except that some animation tracks are missing. In the screenshots you can see how all the rotation tracks are there but the movement tracks (apologies if these are not the right naming, I mean the tracks with the orange icon showing 4 arrows and a center dot) are all missing except the first one (Hips, which was previously the “base” bone).


image

Before reporting an issue in GitHub I wanted to make sure that I am not doing something wrong myself since I have very little experience with animation retargeting.

Here you have a project that you can open an easily see 2 scenes, one with a character imported with that Bone Map assigned and the other one without any Bone Map assigned.

https://www.dropbox.com/scl/fi/dj0jq3zu469i9e4630fr5/animation-retargeting-test.zip?rlkey=dr9blg71279d9wecp8bm8phav&st=jo4ta4w6&dl=1

Thanks for reading!

Curious , but do any of your animations play after you make a Skeleton ?

Yes. In Blender the animations work with that skeleton. In Godot the skeleton3D is imported from the .glb file and the animations also play in Godot. If I apply a Bonemap then the animations work partially only because some of the animation tracks are missing. This can be seen in the project I shared.