In Blender I have built a very simple example of a robot arm and added bones to it. I have locked the rotation on some of the bones on Blender:

When I now import the files into Godot as gltf and add a SkeletionIK3D to test the skeleton with a target node it does not seem to care about the limitations I put on the bone rotations, see video below:

In the end I want to have a base that rotates around Godot's Y axis alone and the arms basically just move forward and backward to reach their destination.

What am I missing here?

Link to the project: https://www.dropbox.com/scl/fi/sni2xr129wq4zysvgfh8w/skeletontest.zip?rlkey=7xfkymtu2jj6sfxqae1rnneqw&st=yjnxc3m9&dl=0

Max

    max_godot
    As far as I know Godot will only import rig bones, its keyframed animation and shape blend from Blender. Things like constraints, modifiers, and anything procedural created there are ignored. Before exporting, make sure to apply any modifiers and scale to your model, check normals facing correctly, and bake any procedural textures and procedural animations that you have. Keep your model/rig as simple as possible when export.

    You then do your bone constraint using Godot. But last I heard Godot IK is not very good and is being reworked so you have to do it manually using your coding skills.