Exporting animations in Godot

Hi all!

First of all, I’m sorry if this is the wrong place to ask this, I’ve been a lurker for some time and only recently I decided to join in.
So, here’s the problem: me and my team are developing a small FPS game for a university project. While the rest of the team is coding in Godot, our game engine of choice, I’m charge of everything related to graphics, models and animations. Lately I’ve been making all the first person reload animations, and while everything was fine on Blender, we had some troubles when exporting to Godot. Since I had to use some Child Of constraints (and knowing of course that constraints work only on Blender), and reading around for some possible workflows, I tried to bake all the animations and prepared some NLA strips, but once imported in Godot, we encounter a few problems: animations being off-sync, models not being in the right position…
We had some troubleshooting sessions already but to no success, unfortunately.

Any advice on how to find a good workflow or to fix what’s going on?
Thank you all!

Hi, my solution is to bake and delete these constraints, it will still work fine inside Blender

Yeah, I’ve tried that already: I’ve read around that I had to bake the Child Of constraint before applying the action as a NLA strip

What I’m guessing now is that I actually have to bake every single animated bone and object, could it be what I was looking for?

Yes, that’s it.