--- 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 |