All bones importing at mesh's position (0, 0, 0 relative to mesh position, wrong positions)

This is my first skinned mesh and I ran into an issue with bone positions, they all load in the center of the mesh, even though they are not there in blender.
The weird thing is that their rotations load properly but their positions don’t.

How I parented them was by selecting the mesh then the armature then pressing ctrl+p > With automatic weights.
Export settings (With both the armature and the mesh selected):

How it looks in blender:

How it looks in studio:

This might be because they’re all root bones? You could try attaching them all to a single root bone that could just face the normal of your square.

They are not.

image

Oh and also, I used Mirror X-Axis option.

Bones aren’t actual objects. They just rig the object, like a character rig

Basically, you can’t actually see them. You can confirm that by rendering the scene in blender.

Also, I don’t think that you can use rigged bones in Roblox

Hope I could help, but I’m not sure I understand the question

Bones seem to load correctly when they are not all connected to a single bone, whenever there are more than 2 - 3 bones connected to the same bone it glitches.

But the bones mesh actually behaves differently when the bones are glitched so I don’t think it’s a rendering bug.