And I have a screenshot of how they’re showing up in Godot as a comment below
It’s also the case that the bones aren’t manipulating the mesh when I test the rig in Godot
I researched to see if others have encountered this or a similar issue, but the results I found were due to weight painting being done incorrectly, or forgetting to apply the object’s transform, which I doubt is what’s causing the problem in my case, since I made sure to weight paint the rig after parenting the object to the armature before exporting it, and manipulating it in Blender achieves the desired result. I made sure to check that the object’s transform is applied before exporting it, as well
I’m also willing to share both the blend file and the project file
I think I found the cause of the problem: I was applying the armature modifier before exporting it from Blender. I got the idea by comparing this rig with another rig that did work, and noticed that the armature modifier for the working rig was left unapplied
I’ll confirm with another rig, and if it also works, will mark this as a solution
By the way, thank you for spending your time with helping me @tomcat