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godot-export

Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.

Published by arjun988 ↗arjun988/blender-skills

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SKILL.md

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

  1. asset-optimization PASS
  2. Apply transforms; Y-up friendly hierarchy
  3. Materials metallic-roughness compatible

Format

CaseFormat
DefaultGLB
Editable sidecar texturesGLTF separate

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

  • Scale
  • Import materials
  • Animation libraries
  • Collision shapes

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

TopicReferenceLoad When
Godot Checklistreferences/godot-checklist.mdWhen needed