Hello, im new to the forum and godot. I would like to seek help in matter that is near and dear to me.
Problem is that blender imports are not what they are. Let me explain.
Once upon a time i made a hude animation scene where i had default cubes move up and down, towards and aft of each other (separate animations).

These animations were (Actions) in the Non linear animation tab. (Pushed down). So while these animations only had location translation, these imported into godot pretty fine And worked.

But once i added armature in blender to one of the cubes and applied the automatic weights, the NLA track animations were still working in blender, but when i imported the blend file again the animation was there but it was not moving the cube..

I added project with all the combinations i tested.

I tested:
Animations using actions only, no bones. - works
Animations using actions and bones, that has no animation but are parented - nothing works
Animations using actions and bones, that has bone animation - nothing works
Animations using only bones, that has animation and added cube location animation action - only bone movement is exported

Then i tried to export to gltf - Actions - it exported the names but only bone movement was recorded.

Then i tried to export to gltf - NLA - it exported only the bone NLA action but i have also the cube location track there..

So my question is how do i import animations from blender into godot, complex animations that have multiple meshes and bones that move together and independedantly?

Blender: 4.2.1
Godot: 4.3 stable

cubination-43.zip
599kB

    Adding more info for someone down the line.

    This somewhat answers, but not the question how to have mesh animations along with bone deformation animations, when they are all part of NLA track?

    kuligs2 Then i tried to export to gltf - Actions - it exported the names but only bone movement was recorded.

    Then i tried to export to gltf - NLA - it exported only the bone NLA action but i have also the cube location track there..

    Sounds like a bug, might make sense to report it. Animation in Godot is being improved and may be fixed.

    kuligs2

    I'd stick to ONLY skeletal animations, also for non-deforming mesh.

    This because GPUs should support this in hardware and the performance is way better.

    It happened to me to be forced to export both object and skeletal animation once, and i could make it work, but it's been an Odissey and mostly superflous.