Kucraft Bone Roll Example — Godot extension 1.1.0 Open godot/project.godot in Godot 4, then run the main scene. Two original GLB skins show the tracked-up and projected-X constructions side by side. Use the slider, its keyboard arrow controls, or Play/Pause to move through the interval. The printed knee offsets are read from live native bone poses, not the CSV. The model is deliberately simple: two rigid-weighted rectangular segments, two joints, one six-channel animation, no textures and no outside resources. The illustration is at true spatial scale. A 5.24 mm offset is small compared with the 60 cm leg; use the guide's chart for an enlarged numerical view. The GLB clip is two seconds long: exactly 96 times the guide's original 1/48 s interval. It uses the same endpoint transforms and LINEAR samplers. Changing the time scale preserves this two-key path; it is not an original-speed or default editor-import sampling benchmark. Reproduce from the top-level extracted guide directory: python3 native-example/build_glb.py godot --headless --path native-example/godot --script measure_native.gd python3 native-example/compare_native.py The first command writes the two GLBs and build-report.json. The Godot command uses GLTFDocument to import the real skins, generates a native scene with bake_fps 30 and immutable tracks retained, and seeks AnimationPlayer at 101 positions per version. It writes native-example/godot/native-output.json. The final command checks the decoded GLB structures and compares native knee and ankle world coordinates with the separate Python reference, within 0.001 mm. No network, installation, external assets or paid services are needed. Recorded platform: Linux, Godot 4.7.2 stable. The comparison passed for both versions. The real native scene was also rendered at 0, 50 and 100 percent using Mesa llvmpipe CPU OpenGL. Programmatic slider/play/pause code paths passed; human pointer/keyboard use, other operating systems and other engines have not been tested. The included screenshot is the actual native midpoint render. This is a diagnosis example, not a general importer, character animation pack, foot-plant solver or automatic rig repair tool. The orientation choice causes the unwanted path before export. No engine bug is alleged. All fixture geometry, code, animation and documentation are original AI-generated work under the top-level MIT licence. No paid character model, commercial asset generator or third-party motion is included. Official references used for the implementation: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html https://docs.godotengine.org/en/stable/classes/class_gltfdocument.html https://docs.godotengine.org/en/stable/classes/class_animationplayer.html https://docs.godotengine.org/en/stable/classes/class_skeleton3d.html