| name | godot-export |
| description | Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP. |
| license | MIT |
| metadata | {"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
| 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 โ 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
| Topic | Reference | Load When |
|---|
| Godot Checklist | references/godot-checklist.md | When needed |