Meshes not sticking to Bones

Godot Version

4.5.1

Question

So ive got a model in blender, ive got separate meshes for each limb, and I have the limbs manually parented to the bones, but when I export it to Godot, the meshes dont stick

How does the imported scene hierarchy look like?

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Like this

Your mesh is not attached to the rig. This is what an attached mesh looks like.

So what do i need to do in blender to fix it?

I took meshes that were already attached in another program. I attached them in Blender once, but it was a long time ago and I don’t remember the details, except that it can be done in Blender.

It seems to be “Add Modifier” → Armature.

i see, let me try that rq

okay it technically worked but its deforming my mesh, i guess i should have mentioned that i have a robot like mesh that has and needs rigid limbs

I haven’t tried this, but the armature has influence settings — you can try adjusting them. It’s almost certainly possible to do this.

it works in blender, but when i export it it deforms the same

Does the size of the bones change when they are in motion? Or is it just their position?

the bones move, but their shape also changes. Im sorry i dont know how exactly to explain it. this i waht it looks like in blender,


vs in godot

wait i fixed it, what i did is i put a dummy bone before it, and just changes the ordering of the IK node, and now it works

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