xyz As for this topic, yes topic could be marked as solved.
As for the personal progression - more animations.. like jump, fight, etc etc.. without these there is no game.. you just walk around and do nothing.. ..
Tomcat Tomcat +1 — it could be a zero frame (resting pose). But I watched it a long time ago. Since then, they've reworked a lot and changed how they work with animation
Resting not resting.. Resting pose as i understand just adds animation named REST with a default pose. In my case, the animation is a named one such as Walking or Running.. and yes it was a zero frame, but no documentation explains that blender gltf when exporting "animation region that is visible" would not start at frame zero when exported.
I assumed that the region would be exported and no animation info that the frame 0 exist and godot would be smart enough not to insert frame zero and would start from frame 1 as it was exported.. but noo.. someone had other plans.. either way. Now its all clear and i can move on.
Tomcat How did you do the breathing?
Scale on main bone over 90 frames - 49 scale up 89 scale to normal.

But now that i learned this export "glitch/feature" i need to check if its really 90 frames, or some other number..
Run is 32 frames long @ 30fps = 1.06s

Idle is 90frames long @ 30fps = 3s

Good, at least this works as "expected"
EDIT: But now im thinking.. how the heck blender knows i want 90 frames on idle to be exported and not lets say from keyframe to keyframe which would be 91 or from frame 0 90 and then i would get the janky double frame on anim loop?? Sheesh.. this is convoluted..
Visually it looks like the idle loops, but when i export animations, i have selected previouslylets say the last animation i was working on was run which is 32 frames, and in blender i have set the anim region to 32 frames.. but it exports all animations on export.. and some have different framing region size.. how does it know what is the correct anim region size?..
For looping animation you want to have the last keyframe that is to be looped on outside the "render" region.


Since i was working on the run anim, which is 32, i never changed the region size but the idle anim exports correctly..

So it seems..