Godot Pipeline — Dedicated Blender → Godot 4 Bridge
Scene export with full glTF tangents, auto .import sidecars, cyrillic-safe naming, MultiMeshInstance3D folding, lightmap UV2, batch-by-collection and Mobile / Web / Desktop presets.
Why Godot Pipeline
Blender's built-in glTF exporter gets you most of the way to Godot 4, but the round-trip costs hours: import settings are wrong out of the box (no tangents → broken normal maps), cyrillic bone names get stripped, collision shapes don't follow Godot conventions, and there's no way to fold linked-duplicate forests / fences into a single MultiMeshInstance3D.
Godot Pipeline is the dedicated bridge: it sets the right glTF flags, writes .import sidecars Godot reads on first open, transliterates non-ASCII names, generates collision shapes with -col / -rigid / -area suffixes, and folds your repeating instances into a real MultiMesh resource.
Features
Scene export to .tscn + .glb
Node3D hierarchy preserving parenting and naming. Each mesh exported as its own .glb with full Godot 4 glTF arguments: export_tangents (correct normal-map shading), export_extras (custom props → Godot metadata), export_morph, export_skins, export_animations, export_cameras, export_lights.
Auto-generated .import sidecars (v1.1)
Each .glb ships with a Godot 4 .import file pre-configured for the chosen target: tangents on, mesh shadow generation on, light baking mode set, compress mode appropriate for the target.
Mobile / Web / Desktop preset (v1.1)
- Mobile — ETC2 VRAM compression, static light baking on
- Web (HTML5) — lossless / uncompressed (HTML5 quirks)
- Desktop — VRAM compressed (BC7), light baking on
MultiMeshInstance3D folding (v1.2)
Groups of 3+ linked-duplicate objects sharing the same mesh + material set are exported as a single Godot 4 MultiMeshInstance3D with a packed PackedByteArray of Transform3Ds. Perfect for foliage, fence segments, repeating modular kits.
Cyrillic-safe naming (v1.1)
Russian bone / action names are transliterated to ASCII (а→a, ш→sh, ё→yo, …) instead of being silently stripped to empty strings. Animations import with readable bone tracks.
Hidden-render filtering (v1.1)
hide_render, hide_viewport, and collection-level hide_render are respected at both scene-export and collision-generation time. Invisible geometry doesn't sneak into the build.
Lightmap UV channel 2 (v1.1)
Optional Smart UV Project / Lightmap Pack on a second UV layer before export. Godot 4 picks up channel 2 for lightmap baking automatically.
Batch export by collection (v1.1)
Each top-level visible collection becomes its own .glb + .import pair in a per-collection subfolder. Useful for modular asset libraries.
Collision shapes
Static / dynamic / area / rigid suffix conventions Godot 4 reads automatically:
-
-col— StaticBody3D + CollisionShape3D -
-colonly— collision without visible mesh -
-rigid— RigidBody3D -
-area— Area3D for triggers
Material conversion to .tres
StandardMaterial3D with Albedo, Metallic, Roughness, Normal, Emission, Alpha. Texture file references kept relative to the .tres location.
Animation export
Bone tracks (position_3d / rotation_3d / scale_3d) with proper component grouping. NLA strip splitting with overlap-detection warnings.
GridMap MeshLibrary
Auto-centered tiles validated against cell size — drop straight into a Godot GridMap node.
Partial-export cleanup
If an export crashes partway, half-written .glb / .import files are removed. No orphan files in your project.
Compatibility
- Blender: 3.2 + (tested on 3.6 LTS, 4.2 LTS)
- OS: Windows / macOS / Linux
- Godot: 4.0 + (4.2 / 4.3 tested)
What you get
- Godot Pipeline add-on (Python only, no DLL)
- README with full quick-start guide
- Free updates for v1.x
- Support through marketplace messaging
Install
Edit → Preferences → Add-ons → Install... → pick the archive from your purchase page → enable. The Godot sidebar tab appears in the 3D Viewport (press N).
License
GPL-3.0. Standard for Blender add-ons.
v1.0.1 — Animation export in .tres format works again on Blender 4.4 and newer. The exporter read curves through action.fcurves, which 5.x removed, so the whole operation failed with «Animation export failed: 'Action' object has no attribute 'fcurves'» — one of the two advertised export formats did nothing at all. Verified on a rigged, animated character: a .tres resource with 28 tracks. The glTF path was unaffected and is unchanged.