Skeleton
Armature object in Blender is exported as a Skeleton node along with rest position (transform in Godot) of bones.
The three check boxes , , (colored in red) must be ticked when building armature in Blender, so that the exported bone transform be consistent between Blender and Godot
Blender put rigged mesh vertices which has no bone weights at its original position, but these vertices would be placed at (0, 0, 0) in Godot, making the mesh deformed. Therefore, the exporter would raise an error for any vertex with no bone weights detected in a rigged mesh.
A bone can be the parent of an object in Blender; this relation is exported as a BoneAttachment node in the Godot scene.