Part of the Process guide
Early access

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

  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

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.

  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 should 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 and Cull Mode disabled, so both sides of the cards show; the haircap imports as alpha blend with a depth pre-pass.
  4. Blend shapes: the face blend shapes are on the body's MeshInstance3D and can be animated or driven from a script.
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: 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 .gltf file.
A problem that is not listed?

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