Improperly Imported Bone Hierarchy from Blender

I’m using version 4.6.

While animating, I realized that the bone hierarchy of my imported character model was flat—meaning that there were no nested bones, and instead every bone was parented to the root Skeleton3D. None of my bones were affecting the positions and orientations of others.

In Blender, my bone hierachy is Lower Torso > Torso > Left Hand, Right Hand, Lower Torso > Left Foot, Right Foot, and the meshes are individually parented to their respective bone. So, when I move the torso, for example, the hands and head follow. Everything works fine in Blender; the bones manipulate each other, and the meshes follow the bones. And, by the way, I exported using the GLTF/GLB format.

In Godot, there’s no bone hierarchy, but the meshes do remain parented to the bones. The original hierarchy is seen when inspecting the Skeleton3D, though, which also seems to have replaced the LowerBack bone. Is there something I’m doing wrong?

The problem was I was trying to animate using the bones directly in the scene tree instead of using the skeleton’s edit mode. Apparently, the bones in the scene tree aren’t supposed to be used for animating, but rather the bones inside the skeleton’s Bones property. This is why the bone hierarchy was correctly displayed in the skeleton’s inspector, but not in the scene tree.