- Edited
Continuing observations..
Godot does not import last added bone in blender..
I created new mesh and new bones from scratch. And now the movements are again flipped.. its not consistent.. script hasnt changed..
And same script with the other mesh
Not sure how and why this is happening and how to proceed..
Maybe its time to investigate shape keys??
EDIT:
One thing i noticed while here is that bone direction are different in blender, maybe thats the reason?
While the garbanzo works decent on the bones that are not the nose, the suzy bones do not at all..
EDIT2:
Ah yes.. yes yes yes.. this is quite peculiar.
TLDR:
Cannot chain bones if you want to deform mesh
Remember to add last sacrificial bone in blender because godot is too based to import it.
In blender, create bones that are Z-aligned (call em Z-bones) Z- axis in godot, in blender it could be either x or y
Note:
So for deformation in godot, you want to create separate armature that is based on the things i mentioned above.
Next:
Try to create idle animation for the mesh, then deform bones in godot and see how animation looks after deform.
Next - to last:
Try to save deform bone transforms to import them from either file or memory and apply it to the current session.