I go into blender, create a simple model and rig it (armature deform automatic weights). I import the model into Godot, all works well, a Skeleton3D node is automatically generated.

I create a simple model and rig it (parenting parts to bones). When I import it into Godot, the armature is there, but there is no Skeleton3D node. All the bones appears as Node3D nodes.

I did this twice and the same issue happens both time.

I want to create rigged mechanical parts so parenting to bones is much easier than the alternative of messing with weights and vertex groups. Can anyone help me figure out a solution? Is there some structure that needs to be followed inside Blender for the import to correctly detect armature and bones?

Thanks!