Blender to Starfield Rig Export Fix

Job ID: 40305529

Budget: $30 – $250 CAD

I have two almost-identical human characters in Blender that I animate for Starfield NPCs.
• Character 1 has a quirky, non-standard armature. Even though it can’t be properly rigged, every GLTF export drops straight into Starfield and runs flawlessly.
• Character 2 is fully and cleanly rigged, so posing and key-framing are much faster. The problem is the moment I export it—even with the exact same GLTF settings—the in-game model spawns with twisted limbs and a contorted torso, though timing and positions look correct.

I’m convinced the issue sits somewhere in the export pipeline rather than the rig itself, so the immediate goal is fixing export settings (or creating a custom preset) that preserves the rig’s transforms in Starfield. I have already tried multiple GLTF variants and toggled common FBX options without success, so I need a fresh set of expert eyes familiar with both Blender’s export stack and Starfield’s import expectations.

What I need from you
1. Compare the working Character 1 file with the broken Character 2 file.
2. Identify whatever differences—bone naming, rotation orders, scaling, negative axis usage, root bone offsets, animation baking flags, etc.—are leading to the distortion.
3. Deliver an updated Character 2 .blend (or clear modification notes) plus the correct export recipe that I can reuse on future animations.
4. Provide a short walkthrough so I can repeat the process for new clips.

Acceptance is simple: when I follow your steps, Character 2 must load into Starfield with the same clean posture and motion I see inside Blender.

If you’ve wrestled with Starfield’s GLTF or FBX quirks before, this should be straightforward. Let’s get this rig behaving in-game so I can focus on creating more animations instead of troubleshooting exports.