How do you guys do it?
Do you use blenders meta rig or cloudrig or do you create bones yourself?

I was experimenting, and somehow, when i import cloudrig into blender, the bones, when i manually move bones in godot, they dont move/deform the mesh.

I was wondering how to create mesh, parent it to a rig, import it into godot and programatically move the bones..

Also, i tried to move the bones in the inspector in godot, i didnt write a script to do that (yet), not sure if that is related..

In blender they deform the mesh..

Maybe im moving not the deform bones in inspctor.. not sure because the bone list is long.

Tomcat certainly what i would needed next, but why didnt the bone deform the mesh when i was moving directly in the inspector?

OK so seems like the metarig import to godot, imports wierd bones..

Creating bones manually, deforms mesh in godot.

Need to investigate this more

Well, there you go, you just need to look for the deform bones.. I wish there was a better way to organize them bones.. they are far too many to scroll through...

Maybe i need to make my own rig with few to none bones that i need..