92ebd6c8d2367230a4fb41084f1b11c6cb4f3908
After extensive testing discovered: - set_bone_global_pose_override() does NOT affect the GPU skinning pipeline - set_bone_pose_rotation() only works when AP is stopped but changes don't appear during render because _update_skeleton() runs during render pass - The AnimationPlayer DOES work in the actual game (position logs prove it) - GLB animations are stripped (near-zero motion) causing T-pose - Solution: Create proper Animation resources with type=1 (ROTATION) tracks using Quaternion keyframes and play through the AnimationPlayer - Removed all manual bone pose code that was fighting the render pipeline
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