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/godot-export

Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.

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blender-skills
19394 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill godot-export --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/godot-export

Context preview

The summary Claude sees to decide when to auto-load this skill.

Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.

SKILL.md

godot-export.SKILL.md
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 |

Read more
Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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TypeScript
Language
MIT
License
2mo ago
Last commit
2mo ago
Created

Repo: arjun988/blender-skills

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