[Guide] Export Blender Collision Shapes to Godot with glTF (OMI Physics)

Tutorial

I’ve recorded a YouTube walkthrough covering the complete workflow from Blender to Godot.

“What are we doing?”

This guide shows how to export collision shapes from Blender to Godot as part of a standard glTF file using the OMI Physics extensions.

Godot already supports importing these extensions, but Blender doesn’t currently export them. To bridge that gap, I wrote a small Blender add-on that exports collision bodies and shapes as OMI Physics metadata inside the glTF file.

The goal isn’t to replace custom import pipelines or editor plugins. Instead, it’s to make the standard Blender → glTF → Godot workflow carry collision data as well.

“Why would I want this?”

Most Blender → Godot collision workflows rely on naming conventions (-col, -colonly, -rigid, …) or engine-specific import scripts.

OMI Physics stores the collision information directly in the glTF asset, making it part of the exported scene rather than something inferred during import.

Current support includes:

  • Box, Sphere, Capsule and Cylinder primitives
  • Convex Hull and Triangle Mesh colliders
  • Static, Dynamic, Kinematic and Trigger bodies (experimental)
  • Standard .glb / .gltf export

“How does it work?”

The workflow stays simple:

  1. Create your render meshes.
  2. Add collision objects in Blender.
  3. Assign the desired physics properties.
  4. Export as glTF (with OMI Physics).
  5. Import the asset into Godot.

No custom Godot import plugin is required .. the importer already understands the OMI Physics extensions.

Blender Add-on:

  • OMI Physics Body glTF Extension

Feedback

I’d love to hear feedback, feature requests, or ideas for improving the workflow.
If you’re already using OMI Physics or experimenting with glTF pipelines, I’m interested in hearing about your experience.

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