The thing is, I exported a hand model I made on Blender to Godot without any kind of animations, as I want to animate everything on godot itself. The problem is that every time I click the Skeleton button to get all the bones, the bones are created, but it comes with a bunch of errors like this.
Can't add child 'Physical Bone f_pinky01R' to 'Skeleton2', already has a parent 'Skeleton2'. (This is repeated for every bone)
Also, yes, the bones actually deform the mesh in Blender (using automatic weights)
Then, when I try to move any bone, the bone itself moves, but the mesh it's supposed to modify doesn't. I also noticed that the bones rotate along themselves instead of rotating from one of their sides.
Here's a video of the issue: