Thanks for the feedback! I totally understand the need for GLTF support, especially for engines like Godot. Right now, I’m sticking with FBX because I’ve found a way to optimize it for minimal file size while maintaining animation quality. I’ve tried exporting to GLTF, but I’ve run into some issues with bone compatibility and quality loss. That said, I’m actively looking into ways to improve the GLTF export workflow while keeping everything lightweight and visually consistent. If I find a solid solution, I would love to add support in the future, as well as some tutorials if needed. Thank you again for your comment!"
Thank you! Regarding the GLB/GLTF stuff, the issue seems to be with the exporter itself. The default Blender exporter doesn’t quite cut it for what I need. I think it might take an experienced programmer to create a proper custom Blender addon that can export GLB/GLTF cleanly for game engines. Honestly, I’d totally pay for something like that.
That said, seems that my animations already work out of the box in Godot, no conversion needed! Here's a quick video showing that in action using Godot 4.3: https://www.keviniglesias.com/videos/GodotAnimationTest.mp4
EDIT:
A better video explaining the process here: