How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/arjun988/blender-skills --skill godot-exportBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
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 neededHierarchy
- 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 |


