+1 vote

Has anyone been able to successfully import a character rigged with Blender's Rigify to Godot?

I exported it to .gltf embedded, keeping only the deformation bones, and loaded it alright in Godot (with the "keep custom tracks" option checked and every animation imported to a separate .anim file). The issue is that I have separate animations for the lower body and the upper body, but in spite of deleting the keyframes for the unused tracks, the animations still influence all bones and they can't be combined.

If anyone has found the proper workaround, I'd love to know.

And if you want the .gltf file with the character, just ask me and I'll send it to you.

in Engine by (35 points)

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