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?
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?
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
You dont need the IK bones in godot, you just need the DEF bones. When you export from blender under Data > Armature you can choose to only export the deformation bones. This also prevents the root bone from exporting though which is what I am trying to figure out how to fix.
With rigify it creates a root bone and when you export to godot you can see the root bone but I cant seem to get it working with root motion either.