Animation in blender looks good, in godot meh

Godot Version

4.x

Question

Hi!

I don’t know if here are 3d animators, but i fight with a problem each time i create a new animation…

Why is it so that the animation looks fine when i make it in blender, but looks absolute ridiculous when i try them in Godot?
(yes, Optimizer and Compression are turned off!)

I tweak the animation then in blender based on what i have seen in godot and start to see whats off. But i see it always AFTER i tried them in game.
Is this something you get the feeling for when done often enough? Or viewport settings in blender? Or… i don’t know?

(for info: currently i talk about humanoid animation)

In what ways do your animations look bad? Can you post examples? It’s kind of difficult to speculate about what might be wrong if we can’t look at anything.

Also, what are your exact Blender output settings?

More about your rig, your animation, and video of the problem would be helpful to diagnose your problem.
I’m still fairly new to Godot so I can’t offer much help with the specifics there. However, I can tell you that fancy control rig setups will not transfer to a game engine. You’re only going to get the deformation bones. So if, for example, you’re using bendy bones for smoother limb twisting, or a complex constraint system, that behavior isn’t going to carry over to Godot.

Nono, i don’t have a problem with an specific animation or technical problems!

It’s more like, they look in godot exactly like in blender, but they feel completely wrong.
For example the position of the hands, timing, etc.

I simply don’t know if this is a me problem, or if there are tips to follow when i create a new animation.
Currently i need the same time to tweak the animations as for the init creation (for the running animation 5x as long :smiley: )