Question about Blender to Godot export

Godot Version

Godot 4.2

Question

Hi, I recently found out about the seamless importing feature Godot has for Blender and I’ve been trying it out. The animations I had in the project were automatically importer too, which is nice but when the rig was imported, the IK control bones were also imported. Is there anyway to remove them or do I need to manually import the animations again to remove them?

why would u need to remove the ik bones? just curious i dont really know how to solve your problem srry

Are your IK bones/targets set as “deform” in blender? Usually those bones are not exported if they aren’t marked “deform”, maybe you need to disable that property?

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I am trying to do root motion animation and for that to work, every bone needs to be parent to the root bone. My rig is currently set up in a way where the IK control bones aren’t patented to the root bone

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