Blender - Mesh not deforming properly

Godot Version

4.5

Question

Hello! First question here, apologies if I this has been answered before.

I have a mesh comprised of multiple objects in Blender, all parented to the same armature. I’ve generally followed this tutorial for parenting the objects to the mesh (https://www.youtube.com/watch?v=DDeB4tDVCGY)

In Blender, the arm bones deform the mesh as expected. However, when I import the .glb file into Godot, the arm bones no longer deform the mesh. What’s interesting is that the leg bones and hand/finger bones do deform the mesh, even though I think I did the same exact process for these meshes/bones.

Does anyone have an idea what could be causing this behavior?

Update: Figured it out. Apparently when importing a model this simple, the default settings for generating LOD meshes removed the extra vertices I added for the elbow joints. Disabling LOD for this model solved my issue.

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