Hi,
I have some issues I wanted to share.

It seems to be dependent on what bones are selected when exporting. I find that quite confusing.
FBX (correct)
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GLB (left arm moves wrong)
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Here's the output files if they were any help...
It's subtle, but it really isn't acceptable to have an exporter alter my animations.
There's an IK target for the left elbow that seems to get messed up. I know I could bake the animations by hand, but it would be a waste of time, since the FBX exporter bakes everything perfectly.
Anything I'm doing wrong? Thanks.
So when I select all the bones and then export, it overwrites my source animations. If I select none, it only bakes some of the IK. Are these features? If so are they documented?
I sure would personally like if it baked IK and didn't touch my source animations no matter what bones are selected.
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Ok apparently this repo is deprecated?...
@swift502 Sorry to hear you're having such trouble. The code in this repo is the basis for the export function of the new repo (glTF-Blender-IO), so it's possible the issue exists there as well. The readme will be updated soon, but that project is still under active development, not yet ready to displace this project.
Let's leave this open to see if the developers can reproduce.
Transferring this issue to the new repository – the exporter no longer overwrites the animation, but it does crash. 😅
The "Bake skinning constraints" option has been removed. Exporting with default options, export fails with an error (attached below). Exporting with "Always sample animations" enabled, the export succeeds and appears correct to me, although the whole model is rotated 90º from what I'd have expected.
As we have a lot of open animation issues, I'd consider the failure when sampled animations are disabled to be low priority – more important to get everything running correctly with sampling, I think.

Tracking the remaining issue in https://github.com/KhronosGroup/glTF-Blender-IO/issues/558.