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 (
-colfor a collision mesh,-noimpto 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.)