Godot Export

SkillDev tools

Godot-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.

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

  1. asset-optimization PASS
  2. Apply transforms; Y-up friendly hierarchy
  3. Materials metallic-roughness compatible

Format

CaseFormat
DefaultGLB
Editable sidecar texturesGLTF 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

TopicReferenceLoad When
Godot Checklistreferences/godot-checklist.mdWhen 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