I have a relatively simple model that I made in Blender that I want to import in Godot:
I made a simple rig for it, but when I import it into Godot, a bunch of new bones appear and the skeleton becomes a mess:
In blender, I made the rig and parented the parts to the bones (NO armature deform). When I import this, the skeleton node is not created and the model doesn't have any bones. I was told that if add a mesh to my armature, then it should work, so I added a single vertex and did an armature deform with automatic weights on it just so that Godot would create the skeleton. So now I have a skeleton, but for every objects that is parented, there is a new bone for it.
These new bones are not created if I use armature deform with vertex group for every single parts, but setting this up is very time consuming and tedious... Isn't there a way to create robots and other hard surface rigged models without resorting to armature deform and having Godot import play nice with the asset?
My goal is to have a robot working with animations and IK. Perhaps there's a better way to do this in Blender so that the Godot import will stay clean?