blender to godot rigging problem.

Godot Version

4.6

Question

hi, my first post.

im just trying to rigging my model on blender and then import to godot. but it has always problem.

when everything works fine on blender. i exported and imported into godot. some bones missing. arm and head.

second try i used rigify ready rig. it has same problem.

after my last try i did myself. i rigged manually and look at the picture. (sorry bad english)

did i miss something? i just want to rig my model so basic. dont want complicated or too much bones. it works on blender but not work on godot.
can anyone give me advice?

func _ready() -> void:
    print("hello world")

Did you make any animations? How are you testing that the rigs are importing incorrectly? The visual representation of bones may be different, I wouldn’t assume it’s not working if they look different, only if animations are displayed wrong or you cannot use bone modifiers for an effect.

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