godot_export_glb
Export a scene to GLB for Godot 4.x, automatically fixing common issues by applying transforms, merging duplicate vertices, and recalculating normals to prevent scale and normal artifacts.
Instructions
Export to glTF 2.0 (.glb) for Godot 4.x with automatic curing before export.
Pipeline when auto_cure=true (default):
cure_scene (apply transforms → merge by distance → recalc normals) on targets
godot_validate_scene (post-cure)
bpy.ops.export_scene.gltf (GLB, Y-up, tangents, materials, skins)
Set auto_cure=false to export raw (not recommended — Godot will show scale/normal artifacts). cure_merge_distance default 0.0001 (0.1mm at 1 unit=1m).
Args: filepath: absolute path like /tmp/model.glb or /home/user/exports/prop.glb export_format: GLB (single file, recommended) or GLTF_SEPARATE / GLTF_EMBEDDED use_selection: only export selected objects auto_cure: run cure pipeline before export (recommended)
Returns {success, filepath, file_size_bytes, cure_report, validation}.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| filepath | Yes | ||
| auto_cure | No | ||
| export_yup | No | ||
| use_visible | No | ||
| export_apply | No | ||
| export_format | No | GLB | |
| use_selection | No | ||
| export_animations | No | ||
| cure_merge_distance | No | ||
| cure_recalc_outside | No |