Hi,
I'm can't export this model with animations attached because the armature bones seems to be exported with wrong axis. It seems that the problem is related to the "children" bones and not with the "parent" base-bone.
Model exported without skinning:

Model exported with skinning:

This is the animation working properly:
https://skfb.ly/6IrSJ
The .blend file is attached here.
TrompaBeta-2.8_demo.blend.zip
@cognatron, do your bones look correct when displaying the skeleton? (I suppose you used https://gltf-viewer.donmccurdy.com/ )
I've got the same problem with my model, both when I export it with animations and with only skinning. The bones look fine and animate properly, the skinning is off:

(The model should work as it is fully implemented in my game, using the fbx-export)
I think this might be related to #296
After updating to the latest version the skinning looks fine. Now I only need to fix the animations, but that's a different topic ;)
I think this might be related to #296
After updating to the latest version the skinning looks fine. Now I only need to fix the animations, but that's a different topic ;)
Hey, now it works with the new version!
The only thing I must check now is how to put to work together keyshapes-based animations along with armature actions.

Tested and fixed in branch fix/animation_bug
Closing, to keep have not too many issues open.
@UX3D-nopper The exported armature-based animations are broken again since the latest exporter updates.
(When using the same .blend file attached.)
Can you please track down, which commit did break this? If yes, please assign the bug to the person.
@UX3D-nopper I will check that. It looks like the problem is about the "child" bones of the armature.
@cognatron Actually could you test the branch in #446 to see if it fixes the issue?
Nevermind... doesn't look fixed
Git Bisect names the commit that broke this as fa6e4afffe4c424ded456.
Hey, the export of animation worked well (for this model) at this commit:
e5815d40b040552d8353b5c038f399a73207a2fa
What is the issue currently? It looks almost right to me, just rotated 90潞 or something. Is there more that i've missed?
hi, @donmccurdy . Looks like the head bone is rotated down while the animation is playing. Can you try to export the attached model yourself to see?


Ok, yes that is what it looked like when I exported it. Just a bit hard to tell.
Seems animation does not export at all (animation is exported, but with all same values)
Seems there is no more orientation issue on this animation export. Closing
Most helpful comment
Hey, now it works with the new version!
The only thing I must check now is how to put to work together keyshapes-based animations along with armature actions.