The 3D model is deformed when I export it into the Godot game engine

Hello! I want to export an animated 3D model from Blender 2.8 to Godot engine.

The model’s default position is the standing position:


and it has one animation: running loop.

This is the position of the model in the first and last frame of the animation loop (frames 0 and 20).This is the position of the model in the first and last frame of the animation loop (frames 0 and 20):

This is the model when I exported it to Godot:

I exported the model using GLTF format.

What should I do to avoid such distorsions?
Did I make some animation management mistakes?

I would test the model in a viewer like https://gltf-viewer.donmccurdy.com/ or https://sandbox.babylonjs.com/. If the model works there you may need to report a bug to Godot. If not, you can report an issue at https://github.com/KhronosGroup/glTF-Blender-IO. If the model has IK constraints they may need to be baked.

Thanks for the suggestions! :slight_smile: