r/godot•
wildpantz

Animation imports weird from Blender to Godot

discussion

Hello!

I am both Godot and Blender noob. I actually learned Blender before, but wasn't happy with my progress, then picked it up again when I started learning Godot. I also picked up one of my older models as it already had a skeleton, so I figured I could learn how to use animation in Godot.

I made a running animation which exported perfectly, then death animation which included some bones scaling to zero to make some parts of the mesh disappear.

In Blender, the death animation looks fine, but in Godot, the head and legs get yeeted somewhere. Interestingly, one foot retracts properly, and the other gets yeeted... I couldn't find any obvious difference in the setup.

I figured it's probably because (as you can also see in the video), my armature scale isn't applied, but when I do try to apply it, all hell breaks loose. I did actually SOMEHOW manage to fix the armature after applying scale, but all in all the error remained and my other animations broke so I went back to the messed up armature.

As I'm typing this, I figured out a "workaround" where I set bone scale to 0.005 instead of 0. Now the animation is fixed and my chicken's head turns into a pimple!

Video of the problem: bone scaling problem

I'm all ears regarding your advice on anything I did wrong. Thanks a lot and if nothing else, I hope my post helps someone else who might face a similar issue.

Posted Oct 10, 2025, 7:16 PM UTC

10
Loading comments…