So, I have a rigged character and created a simple walk animation in blender and export it as gltf 2.0 to godot. And in godot I also via code rotate a bone of that rigged model. The bone rotates correctly when there is no walk animation active/playing.
But the moment I walk the bone which I rotate via code doesn't rotate. And I think it's cuz the Animation overrides the bone rotations ? I tried deleting the keyframe for that particular bone in both godot and blender but that didn't work. Anyone know how I can make both my code rotation of the bone and the animation work simultaneously ? If there is a better way or I am doing wrong please let me know.