Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.
Scanned 9/6/2026
Install to Claude Code
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---
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
1. `asset-optimization` PASS
2. Apply transforms; Y-up friendly hierarchy
3. 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 |
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