For Godot

Keep the knobs after you export

Any tool can hand Godot a mesh. AxoGeo can hand it the parameters too — a base-pose .glb paired with a GDScript that puts every exposed parameter in the inspector, driveable from your own code at runtime.

A live AxoGeo graph. Export it baked, or export the Kit and keep driving it from GDScript.

Two ways in

Baked

.glb — drag and drop

Standard glTF 2.0, imported natively by Godot 3 and 4 — no plugin, no conversion. Y-up in metres, so it lands at the right scale and rotation; PBR materials arrive as StandardMaterial3D, and keyframed animation comes with it, easing and tangents intact.

Parametric

Godot Kit — .glb + .gd

The same mesh plus a GDScript that drives it. Every parameter you exposed becomes an inspector knob — change a radius, a count or a colour and the asset rebuilds. Set the same properties from code and it responds at runtime. This is the Godot equivalent of Roblox's live attributes.

Either way

Warnings before you download

The dialog runs the real exporter first and shows you what it produced — including anything this target approximates or cannot carry — before a file hits your disk. No discovering it in-engine an hour later.

What survives an export to Godot — generated from the exporter itself, not written by hand.
CapabilityGodot
Mesh geometrySupported
MaterialsGodot's glTF importer ignores KHR_materials_transmission, so the Kit rebuilds glass at runtime: transmission drives albedo alpha under the same 0.45 ceiling, roughness maps 1:1. There is no true refraction on this target; IOR and Thickness stay editor and glTF only. Emission round-trips into emission_energy_multiplier. NOTE the runtime glass rebuild is NOT unconditional: it rides the same gated block as albedo, fade and emission, so on a set that is textured, vertex-coloured, per-tile-coloured or per-instance-blended it is not emitted at all and the glass knobs are inert. See the textures note.Supported, with a caveat
Vertex coloursSupported
Textures (Color Ramp gradient strips, projected UVs)Both flavours carry: the baked .glb natively (it is glTF), and the Kit embeds the gradient strip in its own .glb - plain and instanced sets alike (decor-pool variants keep colours only) - the base whitens under it (albedo multiplies the texture, the vertex-colour discipline extended) and the live colour repaint stands down on textured sets rather than erasing the strip. Live fade, emission AND GLASS knobs stand down there too - the whole uniform repaint block is gated together (kit.js:2084), on four conditions rather than one: per-instance blend, vertex colours, per-tile colour, or a map. So the stand-down is not a texture-mode quirk; it has applied to vertex-coloured sets since long before textures existed. Built 2026-08-21, awaiting an in-Godot verification pass.Supported, with a caveat
Keyframed animationSupported
Live parameters after exportGodot Kit only. The plain baked .glb is a static mesh with no parameters. Live Rate and Lifetime clamp to the particle pool baked at export.Supported
Mesh particles / emittersGodot Kit only. The closed-form emitter transpiles into the GDScript update loop with seed parity, so the effect matches the editor frame for frame - both motions (the ballistic cone and a Bezier path with its spiral), emission from a source mesh, and Age driving per-particle transforms and colour. The pool size is fixed at export and every slot is a node, so a dead particle simply hides.Supported
Fracture and shatterShatter runs live through a GDScript mirror of the same closed-form ballistics the editor uses.Supported
Per-instance variationSupported
Published values (computed numbers game code reads)A Publish Value node ships as a read-only const in the generated GDScript - an OUTPUT of the graph’s maths, deliberately not an editable @export knob.Supported
Collision (a declared physics hull)A Collision Proxy node ships as a StaticBody3D + ConvexPolygonShape3D the Kit script builds at _setup, inheriting the model’s transform and scale. Kit only - the plain baked .glb carries no collider. Verified in Godot 2026-08-20.Supported
Simulation (State / Input)State and Input are a simulation, not an animation: their value depends on which frames you visited, not on the frame number, so there is no frame N to bake and nothing to transpile. A graph using them does not export at all on this target - the frontier refuses it and names the simulation nodes. Simulation runs in the editor, which ships the engine itself.Not supported

Questions Godot developers actually ask

Does animation export?
Yes. Keyframes bake into the glTF clip with easing and tangents preserved, so a graph you animated in the browser plays back the same way in Godot.
GDScript or C#?
The Kit generates GDScript. A C# project can call the generated node directly, so this is not a limitation in practice — and GDScript avoids the separate .NET build and its weaker web export story.
What about glass and transmission?
The .glb carries real glTF transmission, but Godot's importer ignores it — so the Kit rebuilds the look at runtime instead, driving albedo alpha from transmission and mapping roughness 1:1. There is no true refraction on this target. Transparency does sort normally here, so overlapping transparent pieces do not occlude each other.
Can I export a particle effect?
Not as a live effect yet — Emit Points has no GDScript transpile, so bake it into the .glb or use the Roblox target, where the emitter does transpile. This is the top open item for Godot.
Does fracture work?
Yes, live — shatter runs through a GDScript mirror of the same closed-form maths the editor uses, so the break looks the same in Godot as it does in the browser.
Do I need an account?
Trying the editor is free and needs no account. See pricing for what each plan exports.

Other engines

Godot and Roblox both have a full runtime mirror today — the same graph, transpiled into GDScript and Luau respectively. That is the hard part, and it is done twice: the engine works out which parts of a graph can bake and which must run live, so a new target only has to translate the live half into its own language. More engines get easier from here.

Everything else exports through standard glTF — Unity, Unreal, Blender, three.js, any DCC — as baked geometry. Tell us which engine you want a live runtime for — that is how the order gets decided.

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