The new process system is only in the early access version of Human Generator. It replaces the process tab of earlier versions, which is deprecated. Details can still change. If something doesn't work, or the result is not what you expected, let us know, on the Discord or by email.
Export to Godot
The Godot recipe of the Process tab makes one .glb file with everything inside: the humanoid skeleton, the meshes, the blend shapes and the textures.
In Blender
- Select the human, open the Process tab and choose the Godot recipe.
- Set the Folder to a folder inside your Godot project, so Godot imports the file straight away.
- Press Export to glTF Binary.
What the recipe sets, and why:
| Setting | Value | Why |
|---|---|---|
| Output | glTF Binary (.glb), textures embedded | One file, the format Godot reads natively |
| Skeleton | Humanoid names, T-pose, root bone Root | Godot's humanoid skeleton profile maps the bones by name |
| Bake Textures | Metallic-Roughness packing, OpenGL normal map, PNG | What glTF materials define and Godot expects |
| Shape Keys | Face rig, expressions and correctives kept, sliders baked | Blend shapes for the face |
In Godot
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.
- Import: with the file inside the project, Godot imports
Jake.glbas a scene. Drag it into your scene, or open it with Advanced Import Settings to change how it is imported. - 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
BoneMapwith theSkeletonProfileHumanoidprofile. The bones should match without manual mapping, as they carry the profile's names. - Materials: the materials come in with the metallic-roughness textures assigned. The hair cards import with Alpha Scissor transparency and Cull Mode disabled, so both sides of the cards show; the haircap imports as alpha blend with a depth pre-pass.
- Blend shapes: the face blend shapes are on the body's MeshInstance3D and can be animated or driven from a script.
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: the hair material needs Alpha Scissor, 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
.gltffile.
Tell us what you saw and what you expected. Tell us.