xyz Interesting observation, godot cuts off last bone.
Previously in blender..
Added more bones
Now the root bones are visible in godot
Global transforms seem to be correct now, (new blend file, reimpored from scratch)
And now manipulating the root bone of that bone chain works kinda, still jumping around like mad sometimes, but manipulating the tip bone is still opposite,random.
So maybe my question is - is there a better way to create manipulators to pose the mesh in godot game? like for character creation, you create hooks/grabbing points for user to grab and stretch to create the face they want, record the position of the manipulations and then on model load apply these manipulations to have the consistent facial deform.
I thought the bone manipulation would be easy, it seem its not so...