Godot Version
4.2.2 stable
Question
I have a StaticBody3D that has a mesh inside of it. When I play an animation with AnimationTree, and the parent (the StaticBody3D) is rotated 90 degrees, the global_transform seems ok, while the global_transform.origin of every bones point to the mesh as if it were rotated 0 degrees.
Has this happened to you? Is there a way to solve this? Is it a my fault? I use Godot 4.2.2 stable.