Tip to prepare a functional rig

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:bust_in_silhouette: Asked By frankiezafe

Here are 2 important things to check in your avatar (mesh + skeleton) before importing it in Godot:

  • make sure all scales are at 1,1,1
  • ALL objects MUST have their origin at the 0,0,0, including the armature/skeleton

In the latest version of the engine, not checking these points will end up in super weird bone transformation.

I’m working with blender 2.79 and Blender exporter add-on.