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Installing a Godot Kit, and why it looks dead until you reload
Godot has two export flavours. Godot (.glb) is a baked recording: meshes plus one animation clip, fixed motion, no knobs, and it opens in any glTF viewer. Godot Kit (.glb + .gd) is the model at its base pose plus a companion GDScript, where every runtime parameter is an `@export` knob in the inspector and the motion is computed live rather than played back.
Install
One click downloads `name_kit.glb` and `name_kit.gd`. Drop both under `res://`, instance the `.glb` in your scene, and attach the `.gd` to the instanced model's root node. The script has to sit on the root, because it finds the model's parts by name (`SetName_12` and so on) and re-poses them every frame.
It looks dead. Reload the scene.
A freshly attached `@tool` script only starts executing when the scene loads, and the kit sets itself up lazily from `_process`. So after attaching, save and choose Scene, then Reload Saved Scene. When it is running you will see `axogeo kit '<name>': driving N parts` in the Output panel. No line there means setup did not run.
Driving it
Every knob is an inspector property and a script property:
```gdscript $demo_wave_grid_kit.time_speed = 0.2 ```
Keyframed parameters bring their tracks with them and play automatically; `playing` and `speed_scale` control the clock. Changing a count knob on a curve placement re-samples the curve and grows the pool, up to a cap of 2,000 parts.
What the .glb contains
One node per object, named after its source geometry (`icosahedron_0`, `box_12`), with mesh data stored once and shared, so three hundred shards cost about one shard plus transforms. If the graph animates, there is one animation clip named `axogeo-loop`, and the `loop` in the name is what makes Godot's importer loop it. A static graph carries no clip. Standard materials map to PBR, neon exports as unlit, and vertex colours ride as `COLOR_0`.
Limits the export warns about
Vertex-level animation and per-instance colour animation freeze at frame 0 in the baked flavour (motion still carries). A particle pool exports every slot, so a pool of two thousand is two thousand nodes. One editor unit is one Godot metre.