Importing from Blender with Armature Deform modifier changes the transform unexpectedly

Godot Version

v4.6.3.stable.official [7d41c59c4]

Question

I’d like to understand what is being added to the object’s data when an Armature Deform modifier is applied in Blender, like one would do when wishing to paint vertex weights on a mesh. Whatever it is, it seems to confuse Godot when I import it. The origin ends up at 0,0,0, the transform seems to be somewhere random and the actual geometry is still where it’s supposed to be.

Exhibit A:

When I clear the Skin property (which I do need, but for demonstration purposes) the geometry pops into the orange box. That’s not where it’s supposed to be, but at least something now lines up. The origin is still not where it is in Blender.

Exhibit B:

Please help me understand what I’m doing wrong here. The goal is that the geometry, transform and origin all line up in Godot as they have been set in Blender, so the skeleton-driven animation can work correctly. (It’s a spring, it needs to go boing).

Godot does not recognize Blender modifiers. You should apply the modifiers in Blender before exporting.