--- name: godot-dcc-pipeline description: Blender to Godot 4 3D asset import procedure. Covers mesh export conventions, GLTF import settings, collider generation, and PBR material setup. --- # Blender to Godot 4 Asset Import Procedure This skill orchestrates Blender 3D DCC asset authoring and Godot 4 glTF import pipeline automation. ## Pipeline Workflow ```mermaid graph TD B1[1. Model and UV in Blender] --> B2[2. Apply Naming Suffixes for Colliders] B2 --> B3[3. Export glTF/GLB to Godot Project] B3 --> B4[4. Configure Godot Import Presets] B4 --> B5[5. Instantiate Scene and Assign Materials] ``` --- ## Step 1: Blender Export Naming Conventions Godot 4's glTF importer parses object name suffixes in Blender to auto-generate Godot scene nodes: | Suffix | Generated Godot Node | Use Case | | --- | --- | --- | | `Name-col` | `StaticBody3D` + `CollisionShape3D` (Concave Trimesh) | Static level geometry, floors, walls. | | `Name-convcol` | `StaticBody3D` + `CollisionShape3D` (Convex Hull) | Dynamic props, barrels, crates. | | `Name-colonly` | `StaticBody3D` + `CollisionShape3D` (No MeshInstance) | Invisible collision boundaries. | | `Name-navmesh` | `NavigationRegion3D` source geometry | Navmesh bake bounds. | | `Name-occ` | `OccluderInstance3D` | Occlusion culling geometry. | --- ## Step 2: Blender glTF 2.0 Export Settings Export `.glb` binaries directly into `res://assets/models/` with these settings: - **Format**: `glTF Binary (.glb)` - **Transform**: `+Y Up` - **Geometry**: Enable `Apply Modifiers`, `UVs`, `Normals`, `Tangents` - **Materials**: `Export Materials` (or placeholder materials if overriding in Godot) --- ## Step 3: Configure Godot Import Settings Execute import configuration via Godot Engine MCP: ```text godot_configure_gltf_import( source_path="res://assets/models/character.glb", generate_lods=true, create_shadow_meshes=true, import_materials_as_built_in=false ) ``` --- ## Step 4: Instantiate and Assign Materials Instantiate the imported mesh into a scene and assign PBR materials: ```text godot_instantiate_model( model_path="res://assets/models/character.glb", parent_path="World", node_name="CharacterModel" ) godot_create_material( material_path="res://resources/materials/character_pbr.tres", albedo_texture_path="res://assets/textures/character_albedo.png", roughness_texture_path="res://assets/textures/character_roughness.png", normal_texture_path="res://assets/textures/character_normal.png" ) ```