I’m using Godot 4.3 and Blender 4.3, and I’m having trouble with importing a rigged object. This is how the bones look like in Blender:
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