Godot Export
SkillDev toolsGodot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Godot Export skill
What this skill tells your AI
The instructions your AI receives, as published by arjun988/blender-skills in .claude/skills/godot-export/SKILL.md and read by ahel’s review.
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 |
Signals
- GitHub stars
- 187
- Forks
- 8
- Last commit
- Jul 2026
Advanced
- Catalog kind
- skill
- Gateway key
godot-export- Source
- github.com/arjun988/blender-skills