Gowydot your statement made sense and nonsense.
I animated the arm swing with FK the green control bones. Maroon are IK control bones.
Then i already had other animations like run (godot screenshots) which used IK helper bones to animate the arm. And upon export when left the FK influence on, the sword swing animation is correct but other like run animations are now incorrect - arm stretched out.
I guess i need to bake animation. But i also want the "Action" to stay as i do it with IK/FK helpers so that i can iterate and fix things up later on.
Baking as i assume will override and insert keys at certain intervals over the animation.
MikeCL not sure what you want to see, but there is nothing so see in the video you asking for. I warned you!
there are two black frame cuts to censor the data, other than that nothing to see.
Btw video was edited in blender 😃