Rigged meshes appearing far away from rig? .blend file import

Godot Version

4.4

Question

This character (see screenshot) has multiple separate meshes, all parented to the rig in blender using automatic weights. Everything imports fine except the eye and eyebrow meshes which, as you can see, appear very far away from everything else. Everything is in the right place in blender so what’s going on here?

Update: The eyes are fine in the .blend file import settings but not in the editor?

Did you apply all transforms in Blender (select model and press CTRL+A for menu)? Where is the origin (orange dot) of your model in Blender?
Maybe the scale of some objects is wrong?

Yep, applied all transforms. Origins for everything are more-or-less in the center of each individual mesh. Not a problem for any of them besides the eyes

Solved: for some reason binding the eyes and eyebrows to the same mesh as the head did work. It shouldn’t work as the eyes still have the exact same skinning data as before but wutevs