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Any chance we could get an option to use the default naming that godot's humanoid skeleton profile uses?


https://docs.godotengine.org/en/stable/classes/class_skeletonprofilehumanoid.htm...

Afraid not, but in Godot at the import menu adding the humnaoid profile it auto detects in to Godot already automatically, and Godot importer will rename the bones it it's standard already too. So there is no need.


Meanwhile the other engines are WAY more fussy than Godot's. I specifically had to change a bunch of bone names so it's work automatically for Unity and Unreal as well.

Are you familiar with those Godot import steps? The steps to make the rig compatible across other animation libraries? If not I can send links , or just look through my YouTube videos on retargeting in Godot. I have several

I’m familiar with godot’s bone mapping flow, but haven’t really used this blender plugin much.


Last night when importing a character rigged with this plugin, I still had to manually fill out the humanoid bone map and reimport.

Was there an export step I missed somewhere that would help Godot figure out the mapping?

Possibly, it should have been automatic, unless you do something like accidentally leaving your Meta rig, or export more than deformation bones.


When you export from lender, be sure to check the box to export defamation bones only, and maybe hide the meta rig and only export visible objects. That way you're only getting the real skeleton you need for Godot