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Blender → Godot Pipeline Reference

The doc you'll reopen constantly. Short version: export glTF 2.0 (.glb), import in Godot, done — everything else here is the details that bite.

Export from Blender#

  • Exporting glTF 2.0 from Blender (official Godot docs) — glTF is Godot's first-class format and the officially recommended route. Prefer binary .glb (one file, textures embedded).
  • Model export considerations — the gotcha list: apply transforms before export, watch units/scale, animation baking, and the naming suffixes Godot honors at import (-col for a collision mesh, -noimp to skip a node, and friends). Name things right in Blender and Godot builds your physics for free.

Import in Godot#

  • Importing 3D scenes (index) — the whole section; the Advanced Import Settings dialog (double-click the imported scene) is where materials, collisions, and animations get adjusted without re-exporting.

Working notes#

(This section grows with real projects — export settings that worked, scale conventions, material quirks. Empty until the first model ships; each project's own documentation joins the almanac as a save slot when it's substantial enough.)