Why animation by same character model can not play correctly in T-POSE?

Godot Version

4.2.1

Question

I have a 3D Model and created by 3DS Max 2013 then exported to FBX.
And I use same 3D Model to create idle action
But when I imported, I found animation file of skeleton did not record pose of my idle action and play strangely in my T-POSE Main Model
(Just move, but Pose not change and make it act strangely)


Left is idle animation of model
Right is T-POSE of model, and I use it for main model

It can work correctly in Unity, but got problem in Godot.
I have already reimport and restart Godot many times, not work.

Animations and Skeletons are a tricky subject. There are so many little details. Honestly, you may get better results if you export out via GLTF/GLB instead of FBX.

I tried but still got problem.
Look at the character hand, it can show correctly in Unity/Blender/3DS Max(Left is Blender), but in Godot, it can not show correctly(Right)

In this case, I used GLB for importing model.
Maybe I should use Unity or Unreal, not Godot.

If you are more comfortable with another engine, then use that.

I don’t think this is a Godot problem, I suspect something in that mesh is not being exported properly. Maybe there’s some modifier that’s not being applied, or there’s some vertex group that’s hiding the middle fingers.

If you want to solve the problem, then start with only the hand and iterate from blender → Godot until you find the problem.