Maintenance Update 1.0.6
Hands and feet IKstetch now sets to 0.0 when first converted to a Godot rig. Call me crazy but i think bones stretching beyond the length of their bones and physical allowance should NOT be the default for a rig. This small change now keeps limbs at their original size while animating unless IK stretch is raised from 0.0 to 1.0 in the Rig Main Properties.