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name: godot-exportdescription: Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.license: MITmetadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: Godot, Godot export, Godot GLTF, Godot GLB, Godot materials, Godot animation related-skills: export-pipeline, lod-pipeline, collision-proxy, asset-optimization, materials
Godot Export
GLTF/GLB first. Clean nodes. Godot-friendly materials and animation.
When to Use
- Shipping meshes/animations to Godot 4.x
- GLB single-file props and characters
- Simple collision companions
Pre-Flight
asset-optimization PASS
- Apply transforms; Y-up friendly hierarchy
- Materials metallic-roughness compatible
Format
Settings
Format: GLB
+Y Up
Apply Modifiers: ON (when final)
Animation: include when needed
Hierarchy
- Root empty or object named for scene root
- Avoid deep useless empties
- Keep collision meshes clearly named
COL_ / UCX_ style
Materials
- Principled BSDF → GLTF PBR
- Pack images or keep relative paths consistent
- Emission only where intended
Animation
- NLA or actions exported as clips
- Name actions
AN_[Clip]
- Root motion documented if used
Verify in Godot
Constraints
MUST DO
- Prefer GLB unless project says otherwise
- Test import once
- Keep naming consistent with
naming-conventions.md
MUST NOT DO
- Rely on Blender-only shader nodes that do not export
Reference Guide