
Godot Export
Godot-specific Blender export favoring GLTF/GLB with correct scale, materials...
Install
npx skills add arjun988/blender-skills --skill godot-export -g -a claude-code -y- Repository
- arjun988/blender-skills1.6k
- Category
- Design
- Updated
- 4mo ago
- License
- MIT
- Context cost
- Lightabout 355 tokens
- Runs scripts
- No, instructions only
What it does
Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.
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 |


