Quick answer: Use a SkeletonProfile / BoneMap to retarget, set the silhouette and rest poses correctly, and re-import the animation with retargeting enabled instead of copying raw rotations.

After importing an animation onto a different character the arms corkscrew. The two rigs have different bone roll, so raw rotation copy is interpreted in the wrong local frame. A proper bone map and retarget fix the twist.

How to fix it

1. Set up a BoneMap

Create a BoneMap using a SkeletonProfile so Godot knows which source bone maps to which target bone and can convert rotations into the target's local frame.

2. Enable retargeting on import

In the import dock, use the Retarget settings to remap rests and bake the animation against the target rig rather than copying source-local rotations verbatim.

3. Fix rest pose differences

Align the rest pose / silhouette in the retarget options so the per-bone roll difference is accounted for, removing the corkscrew on shoulders and forearms.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.