Animations not displaying correctly

Godot Version

v4.4.1

Question

Hello everyone, the issue I am having is summarized by the title. I am not able to visualize/use the animations correctly on my 3D model. The animation is hand-made in Blender and exported as .glb together with the model.

When I import the model and preview the animation from the AnimationPlayer included in the import window everything looks perfect, however as soon as I export the animation and load it in my AnimationPlayer they seem to be off. Some joints intersect each other and move completely enexpectedly or not in any way as smooth as I keyframed them.

I have disabled “Optimize” under the AnimationPlayer during import as I’ve read online that might be the issue but nothing changes.
Do you have any clue? Any settings I must change on blender to be compliant with how animations are processed in Godot?

did you apply your modifiers in blender? you also need to apply scale and other things. this sounds like an export problem and not a godot problem. animations should import correctly in godot.

I’m mostly certain that everything is applied correctly, at least on the Blender side :sweat_smile:

As a matter of facts, importing the model does not look wrong when using the built-in AnimationPlayer in the default inherited scene you create from the .glb file. It only becomes an issue (somehow) when I save that animation and use it in another scene where I hold all the components that make up my character.

I’m still investigating and I’m even trying to rebuild the whole skeleton from the ground up. I will update this post if I figure out anything, but in the meantime, if anyone has a clue please let me know :slight_smile: