Why is my joint animation distorting the size of my rig's limbs?

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:bust_in_silhouette: Asked By The Coder Cat

So I have a basic humanoid constructed using MeshInstances as the limbs and Spatials as the joints. Normally it looks like this:

I’m trying to create a basic running animation for it using tracks that interpolate the degree_rotation property of the joints. However, when the animation is played, it seems to extend the thickness of the limbs relative to how far the corresponding joint is rotated from its starting rotation. It looks like this:

I am positive this is not a camera issue; none of the camera’s properties have been modified. This only seems to occur when the animation rotates the joints. When I rotate them manually, it looks normal like this:

Is anyone able to explain what I am doing wrong? Sorry if this is a stupid mistake, I only started with Godot a few days ago. Thanks for any help.