Godot Version
4.3
Question
I’m trying to import a rigged robot arm model from Blender as GLTF. It is constructed of separate meshes for each part of the arm with an armature of bones with the meshes parented. In Blender I can then rotate a bone and all the child bones and attached meshes translate automatically observing the hierarchy.
When imported into Godot 4 the scene has a flat structure of bones.
If I rotate a bone in GDScript with set_bone_pose_rotation, just the single bone/mesh moves detaching from the upper stages.
If I instance the scene and move each BoneAttachment3D into a hierarchy I get warnings about parents not being Skeleton3D but rotating the bone in the editor does appear to translate the upper stages correctly. But trying to do this at runtime in GDScript with set_bone_pose_rotation results in no rotation or translation at all.
Looking at the various examples of skeletons in Godot, every one is using the animation player and the bones all have the same origin at 0,0,0.
I can’t find a description or tutorial that describes how Godot expects a bone hierarchy to be setup or how its expected to work.
Is anyone able to point me in the right direction?
Thanks