First off, I am using this model/rig from Blendswap:

https://blendswap.com/blend/28627

It has a dozen animations. When I export to Godot (using the Blender to Godot *.escn), the only animation that actually exports is horse.rigAction (which is horse.walk). But it works (almost) perfectly and looks amazing.

But when I change the animation (such as to horse.trot) and export it, the legs distort and it runs like a drunk. And I get a fantastic list of errors.

I have tried exporting as other formats (gltb, ftx, dae, etc.), all with varying degrees of eldritch deformation. This makes me think that it might be a Blender issue not a Godot issue necessarily, but I want to see if there is anything I can do because this is exactly what I need and I will never be this good at animation.

    abizrihays And I get a fantastic list of errors.

    Errors in Blender, Godot has nothing to do with it.

    The model is made for Blender 2.9x and you open it in 3.4 is a potential problem.

    abizrihays I am using this model/rig from Blendswap:

    You must be logged in to download.

    If you upload the downloaded files somewhere I can take a look at them and try to come up with a solution.

    @"Tomcat" #p102357

    Errors in Blender, Godot has nothing to do with it.
    The model is made for Blender 2.9x and you open it in 3.4 is a potential problem.

    I wondered, but it never hurts to ask.

    @"Tomcat" #p102357

    If you upload the downloaded files somewhere I can take a look at them and try to come up with a solution.

    I can't get it to upload, it's too big (almost 600mb). Even trying to put it in a project file of its own and zip it is too big.

    I think I found a workaround. Maybe, possibly. The gltf will (apparently) export the animations. The model is still unusable, but I can save them as *.tres files. But for some reason I can't get them to attach to the skeleton on my good model. Even working backwards and taking the good model and slipping it over to the good animation, it won't attach. I have it set to the skeleton rig in the inspector, but in the timeline, it only shows a generic node with horserig/Skeleton.

    I feel like I might just have to download 2.9 and export from there grumble grumble

    Edit: Downloaded 2.9, and it won't even export. I get even more errors.

    Edit 2: Finally got it to export, still more eldritch horrors. But that's a Blender issue, not a Godot thing, so I guess this issue is closed in this forum.

      Tomcat
      I have too many essential plugins that aren't ready for G4 yet, which is kind of a bummer.

      Apologies for the double post, but I believe I fixed my problem. That is, I discovered something that is probably pretty obvious to Godot animation veterans.

      That is that the nodepath prefix should not be a manual path per se (in this case, horserig/skeleton)

      It should be just a little "." because it is set directly in the skeleton node

      So that solves the attaching it to the proper skeleton. Now I need to go through and make sure this imported horse isn't a drunk eldritch horror like the rest of them.

        abizrihays probably pretty obvious

        It's not quite obvious (though I can't speak for veterans). Thanks for the valuable information! 👍

        It still exports/imports as a horrifying eldritch creature, but that's on Blender, not Godot, so I'm considering this topic closed.