Godot export
Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.From its SKILL.md
npx -y skills add arjun988/blender-skills --skill godot-exportAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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SKILL.md
1.8 KB, 361 tokens by cl100k_base, as published. Nobody here has run it
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-optimizationPASS- Apply transforms; Y-up friendly hierarchy
- Materials metallic-roughness compatible
Format
| Case | Format |
|---|---|
| Default | GLB |
| Editable sidecar textures | GLTF 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
| Topic | Reference | Load When |
|---|---|---|
| Godot Checklist | references/godot-checklist.md | When needed |
What ships with it: 1 file
160 B alongside SKILL.md
references/
- godot-checklist.md160 B