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I’m familiar with godot’s bone mapping flow, but haven’t really used this blender plugin much.


Last night when importing a character rigged with this plugin, I still had to manually fill out the humanoid bone map and reimport.

Was there an export step I missed somewhere that would help Godot figure out the mapping?

Possibly, it should have been automatic, unless you do something like accidentally leaving your Meta rig, or export more than deformation bones.


When you export from lender, be sure to check the box to export defamation bones only, and maybe hide the meta rig and only export visible objects. That way you're only getting the real skeleton you need for Godot