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Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.
Passed 18 of 22 test cases with the skill, and 13 of 22 without it.
and 3 more in the full report
5 fixed13 passed either way4 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 5 test cases the skill fixed. Same model, same prompt, with and without the skill.
I created several character animation actions in Blender titled 'WalkCycle', 'JumpLoop', and 'SlashAttack'. How should these action clips be named for export to Godot 4?
| Checked | Without skill | With skill |
|---|---|---|
| Instructs prefixing action clip names with AN_ | Missed | Passed |
The instructions your model reads when the skill loads.
GLTF/GLB first. Clean nodes. Godot-friendly materials and animation.
asset-optimization PASS| Case | Format |
|---|---|
| Default | GLB |
| Editable sidecar textures | GLTF separate |
Format: GLB
+Y Up
Apply Modifiers: ON (when final)
Animation: include when needed
COL_ / UCX_ styletest cases passed, vs 13 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.