Making an armature a child of a bone in blender destroys said armature upon import

Godot Version

4.3.stable


Question

I am working on animation a gun in blender before importing it into godot. I have created the gun and rigged it (so that I am able to animate the slide and trigger), and have set its parent to be the index finger bone on my arm mesh, so that the gun follows the hand. Everything works fine in blender, but upon import the gun’s skeleton gets combined with the arm’s skeleton, resulting in this mess. When I animate the gun, it breaks completely (because now the mesh and skeleton are very misaligned). Any ideas on how to fix this, or another way to allow the gun to follow the hand while keeping the armature of the gun?
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Using Blender 4.2 and exporting with gltf

I solved this by combining the armatures in blender before import. Was tedious but solved the problem.

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