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Welcome to the Pure3D Manager wiki! Here, I detail my process of opening Pure3D assets in Godot. This project was made to assess the rendering capabilities of Godot as a whole, as well as how likely a remake of The Simpsons: Hit and Run is in this engine. For those who want a TL:DR, most things were easier than I thought they would be, but there's definitely room for improvement.
Difficulty: harder than it should be
No, not the ones you have in your body. I'm talking about the things you use in animation to deform a 3D model. This allows us to easily animate groups of vertices at once without us having to animate each vertex by hand.
Let's get my first gripe out of the way: Godot doesn't have any way of viewing a Skeleton3D's bones at runtime. No, really.

There's not even an option to see them as nodes, despite the fact that Skeleton2Ds have an associated Bone2D. Your best option here is to use Skeleton3D.GetConcatenatedBoneNames(), which returns a list of every bone currently in the skeleton as a string. Since this program is to visualise the Skeleton3D for the user, I used BoneAttachment3D to attach a MeshInstance3D node that has a Primitive Sphere as its shape.
Which gives us this view:

Let's go a step further; I've added the ability to export these skeletons out of the program as glTF, as you can see above. Godot supports this out of the box, which is pretty impressive for a small engine. One weird issue, though, is that there's this PhysicalBoneSimulator node that is always exported alongside the Skeleton.

I genuinely cannot figure out a way to get rid of this, and its only purpose seems to be simulating ragdoll physics. That's cool and all, but I don't need that when opening the skeleton in another program like Blender.