cure_model
Prepare Blender meshes for Godot export by applying transforms, merging duplicate vertices, and recalculating normals to prevent skinning and collision issues.
Instructions
Cure a single mesh before Godot export: apply transforms, merge vertices by distance, recalc normals.
Apply Transforms bakes location/rotation/scale into mesh (scale→1,1,1) — fixes Godot skinning/collision.
Merge by Distance removes duplicate vertices (bmesh remove_doubles).
Recalc Normals fixes inverted faces (bmesh recalc_face_normals outside).
Use before godot_export_glb or let godot_export_glb auto-cure.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | ||
| apply_scale | No | ||
| apply_location | No | ||
| apply_rotation | No | ||
| merge_distance | No | ||
| recalc_outside | No |