Docs›Process›Export to Godot

Export to Godot

Early access

The process system is new and only in the early access version of Human Generator. It replaces the process tab of version 4.0, which is deprecated. Details can still change; if something doesn't work or looks wrong, let us know.

The Godot recipe of the Process tab exports a Human Generator human from Blender as one .glb file with everything inside: a skeleton with the names of Godot's humanoid profile, the meshes, the face as blend shapes, hair cards and the textures. The free Godot Companion adds the hair shader, the skin scattering and the bone map on import.

In Blender

  1. Select the human, open the Process tab and choose the Godot recipe.
  2. Set the Folder to a folder inside your Godot project, so Godot imports the file straight away.
  3. Press Export to glTF Binary.
What the recipe sets, and why
SettingValueWhy
OutputglTF Binary (.glb), textures embeddedOne file, the format Godot reads natively
SkeletonHumanoid names, T-pose, root bone RootGodot's humanoid skeleton profile maps the bones by name
Bake TexturesMetallic-Roughness packing, OpenGL normal map, PNGWhat glTF materials define and Godot expects
Shape KeysFace rig, expressions and correctives kept, sliders bakedBlend shapes for the face

In Godot

Let the Companion do this

The Godot Companion is a free, open source editor plugin that does the steps below on import: a shipped hair shader on the cards that lights them along their strands, alpha scissor at 0.15 with alpha to coverage, subsurface scattering on the skin, a humanoid BoneMap on the skeleton and an AnimationPlayer. Install it once and skip to the troubleshooting.

Tested with Godot 4.7 and Blender 5.1: all 56 bones of the humanoid profile match by name, the hair cards import as Alpha Scissor with both sides shown, and the blend shapes come through. By hand:

  1. Import: with the file inside the project, Godot imports Jake.glb as a scene. Drag it into your scene, or open it with Advanced Import Settings to change how it is imported.
  2. Skeleton: to use the character with animations made for other humanoid characters, open the import settings, select the Skeleton3D and under Retarget set Bone Map to a new BoneMap with the SkeletonProfileHumanoid profile. The bones match without manual mapping, as they carry the profile's names.
  3. Materials: the materials come in with the metallic-roughness textures assigned. The hair cards import with Alpha Scissor transparency at 0.5 and Cull Mode disabled. Lower the scissor to about 0.15 and turn on Alpha Antialiasing: Alpha To Coverage with MSAA on the camera: Godot discards everything under the scissor before alpha to coverage, so at 0.5 the fine strands are lost and the hair looks sparse, see Haircards › In the engine. For skin that looks like it does in Blender, turn on Subsurface Scattering in skin mode on the _Skin material, see Bake Textures › Skin in a game engine.
  4. Blend shapes: the face blend shapes are on the body's MeshInstance3D and can be animated or driven from a script.
Hair shading and the haircap as a mesh

The standard material shades the cards as flat surfaces; the flow map next to the file (Jake_HairCards_Flow.png, not inside the .glb as no material input reads it) is for a hair shader with highlights along the strands, see Haircards › Hair shading. With Haircap set to As meshes the haircap imports as alpha blend with a depth pre-pass.

Did Godot import it like this?

These steps are what we see in Godot 4. If your import differs, or a step is missing, we want to know which one, and your Godot version. Tell us.

Troubleshooting

  • The skin looks pressed in: the normal map direction. Godot uses OpenGL (Y+), the recipe sets it.
  • The hair is solid or sparse: the hair material needs Alpha Scissor at about 0.15 with alpha to coverage, see step 3, and PNG textures.
  • The eyes look wrong: the character was exported with the original eyes. Set the eyes to High or lower in Optimize Meshes.
  • Need the textures as files: choose glTF + textures as output; the textures are then written next to the .gltf file.
A problem that is not listed?

Tell us what you saw and what you expected. Tell us.

Frequently asked questions

How do I export a Human Generator character to Godot 4?

Select the human in Blender, choose the Godot recipe in the Process tab, set the folder to a folder inside your Godot project and press Export to glTF Binary. Godot imports the .glb as a scene with the skeleton, blend shapes and textures; the Companion plugin adds the hair shader and bone map.

Does the skeleton work with Godot's humanoid retargeting?

Yes. The bones carry the names of SkeletonProfileHumanoid, so a BoneMap with that profile matches all of them without manual mapping, and animations made for other humanoid characters play on it.

Why does the hair look sparse at the default alpha scissor?

Godot discards every texel under the scissor threshold before alpha to coverage runs, so at 0.5 the fine strands of the cards are cut away. Set the scissor to about 0.15 with MSAA and alpha to coverage; the Companion does this.