I am newer to Godot, and have been more so getting a hang of the engine rather than any project in particular. Recently, I have been trying to import an animation as a glb file from blender. The animation works properly in blender.When I import it to Godot, the metarig moves, but it does not deform the mesh at all. I was wondering what is causing this and how I can fix this so it works as intended. Also, my blender version is 4.3.2
I exported the animation as a .glb file, dragged it into the filesystem area on the GUI, double clicked it, set up the bone map on the skeleton3D, then right clicked and selected new inherited scene. When I do this and test the animation in the scene, it only moves the Metarig. I have also tried and failed with a Gamerig, as shown in this tutorial: https://www.youtube.com/watch?v=j4zL3u0BSBY&list=PLV5T4EgpiiGPdtBDJO_K4bhab3_xKnNJ5&index=2
As well as importing the full blend file, which gave the same result
That’s right — in the .glb file, the animation is not assigned to the mesh. It needs a .blend file. You can upload to a file sharing site (e.g. Gofile.io)
If very briefly, the way you made the animation — it can not be imported into the engine. What is necessary, in order to fix — I need time to figure out. But it is better if here will answer, more familiar with Blender.
Where did you get the animation and how did you assign it?
A deeper study, allows to say that the problem is in an unnecessary modifier. Removing it solves the issue. It is better not to have anything extra in the file.