Ludo.ai

How to import an AI-generated rigged GLB into Godot, Unity, Blender and Unreal

A rigged character from Ludo.ai downloads as one GLB, a glTF 2.0 binary with the mesh, its PBR textures, the skeleton and every saved animation clip inside, and three of the four destinations read that file directly. Godot imports glTF natively and calls it the recommended format. Unity reads it through the glTFast package, whose documentation lists .glb and skins as supported, with animation import through Unity's legacy Animation system. Blender's bundled glTF 2.0 add-on imports the skinning and brings the clips in as NLA strips, and it is also the route to FBX for any pipeline that needs one. Unreal documents a glTF importer of its own, but a Ludo rigged GLB has not been tested through it for this guide, so the Unreal route described here goes through Blender.

Last updated September 2026

What you need

  • A model in Ludo.ai, rigged if you want a skeleton in the file, with the animations you want saved
  • Your engine: Godot 4, Unity with the glTFast package, Blender, or Unreal
  • For Unreal, Blender as the conversion step described below
  1. 1Download the GLB

    In the 3D Asset Generator, download the model as GLB. That one file carries the mesh, the PBR textures, the skeleton if the model is rigged, and each clip you saved as a named animation track. Candidates you previewed but did not save are not in it. OBJ, STL, PLY and OFF are also offered, but they are static geometry only: fine for a prop you will texture and rig elsewhere, wrong for a character.

  2. 2Check the bone naming before you leave Ludo

    Bone naming is chosen at rig time. Changing it means rigging again, which replaces the skeleton and drops the clips saved against it, so pick it for the engine you are actually shipping in: Mixamo for Unity, whose humanoid auto-mapper reads those names; Godot for Godot's humanoid profile; Unreal for the UE mannequin; Rigify for Blender; HumanIK for Maya and FBX pipelines; VRoid / VRM for VRM avatars. The skeleton is identical in every case. Only the names change, and the names are what an engine's retargeting maps against. The rig and animate guide covers the choice in full.

  3. 3Godot: import the GLB directly

    Copy the .glb into the project folder and Godot imports it on its own: its manual lists glTF 2.0 as the recommended format, in both the text .gltf and binary .glb forms. The imported scene holds the mesh, the materials, a Skeleton3D and an AnimationPlayer with the clips, so a saved animation plays by name. If you rigged with the Godot naming, the bones match SkeletonProfileHumanoid, which is what Godot's retargeting reads when you want to drive this character with animations authored for another one. See Godot's available formats page.

  4. 4Unity: import through glTFast

    Unity does not read glTF out of the box. Add the glTFast package (Window > Package Manager, add com.unity.cloud.gltfast), then drop the .glb into Assets. glTFast's documentation lists glTF-Binary (.glb) and Skins as supported on import, and animation import via the legacy Animation system; Mecanim import is not on the list. In practice the clips arrive, but a character driven by an Animator controller has a conversion step ahead of it rather than a drag and drop. Rigging with the Mixamo naming is what lets Unity's humanoid auto-mapper build an Avatar from the skeleton. See the glTFast feature list.

  5. 5Blender: import, inspect, and convert

    Blender ships the glTF 2.0 add-on, so File > Import > glTF 2.0 opens the .glb with its materials, its armature and its animations, which arrive as NLA strips. This is where to inspect a rig you are unsure of, rename or reparent bones, and produce any other container a pipeline wants: import the GLB, then File > Export > FBX. See Blender's glTF 2.0 manual page.

  6. 6Unreal: what is and is not established here

    Unreal documents a glTF import path of its own (Importing glTF Files Into Unreal Engine), and Ludo can name the bones for the UE mannequin at rig time. What this guide does not claim is an end-to-end result, because a Ludo rigged GLB with saved clips has not been tested through that importer for this page. The route we can describe is the Blender one from the step above: import the GLB into Blender, export FBX, import that FBX into Unreal as a skeletal mesh. If you try the direct glTF import instead, the skeletal mesh and the animation tracks are the two things to verify first.

  7. 7Check the same four things in every engine

    Whatever the engine, look at four things. Scale: glTF units are metres, so a project working in other units shows the character tiny or enormous. Materials: a PBR texture set needs a lit material, not an unlit one. Skeleton: walk the bone hierarchy once and confirm the names are the convention you asked for. Clips: every animation you saved in Ludo is present, and nothing you did not save is.

Specs

What the GLB carriesMesh, PBR textures, skeleton and every saved animation clip as a named track, merged into one file
Other download formatsOBJ, STL, PLY, OFF: static geometry, no textures, no skeleton, no animation
Formats not exportedFBX and USDZ are not export options; FBX is accepted on upload for rigging and re-texturing
Bone naming, by engineMixamo for Unity's humanoid auto-mapper, Godot for SkeletonProfileHumanoid, Unreal for the UE mannequin, Rigify for Blender, HumanIK for Maya and FBX, VRoid for VRM, SMPL by default
GodotglTF 2.0 is the recommended import format, .gltf and .glb both supported
UnityglTFast package; its feature list marks .glb and Skins as supported on import, and animation import via the legacy Animation system (Mecanim not listed)
BlenderBundled glTF 2.0 add-on; imports .glb with skinning, and glTF animations arrive as NLA strips
UnrealUnreal documents its own glTF import path; a Ludo rigged GLB with clips has not been verified through it for this guide

Tips

  • Decide the engine before the rig. Bone naming is set at rig time, and rigging again replaces the skeleton, which invalidates the clips saved against it.
  • Save every clip you want before downloading. The GLB contains the saved animations and nothing else, so a missing motion is almost always a clip left unsaved.
  • glTF works in metres. If the character imports at the wrong size, fix the import scale rather than scaling the node, so physics and animation keep matching.
  • If your Unity project drives characters through an Animator controller, plan for the conversion step: glTFast lists animation import through the legacy Animation system, and Mecanim import is not on its supported list.
  • Keep the GLB as the master file. Every other format, FBX included, can be produced from it in Blender, and the GLB is the one that still has the rig and the clips in it.

FAQ

Which format keeps the rig and the animations?

GLB. It is a glTF 2.0 binary holding the mesh, the PBR textures, the skeleton and each saved clip as a named animation track. OBJ, STL, PLY and OFF are static geometry only.

Does Godot need a plugin to import it?

No. Godot's manual lists glTF 2.0 as its recommended import format and reads both .gltf and .glb, so copying the file into the project is the whole import. You get the mesh, materials, a Skeleton3D and an AnimationPlayer with the clips.

What does Unity need?

The glTFast package (com.unity.cloud.gltfast), since Unity does not read glTF without it. Its documentation lists .glb and skins as supported on import and animation import via the legacy Animation system. Rig with the Mixamo naming so Unity's humanoid auto-mapper can build an Avatar from the skeleton.

Can I import the GLB into Unreal?

Unreal documents a glTF import path, and Ludo can name the bones for the UE mannequin, but we have not verified a Ludo rigged GLB with animation clips through that importer, so this guide does not claim it works end to end. The route we can describe goes through Blender: import the GLB, export FBX, import that into Unreal as a skeletal mesh. If you try the direct route, check the skeletal mesh and the animation tracks first.

Can I get an FBX?

Not from Ludo directly: rigged and animated models export as GLB, and OBJ, STL, PLY and OFF are static. The conversion step is Blender, whose bundled glTF add-on imports the GLB with its armature and animations and exports FBX. Going the other way, FBX is accepted for upload, so a model you already have in FBX can be rigged and re-textured in Ludo.

Why is my character enormous or microscopic?

Unit mismatch. glTF is defined in metres, so an engine or project configured for different units will scale the character on import. Set the scale in the importer rather than on the node in the scene, so colliders, physics and animation stay consistent.

The materials look flat or black. What happened?

Usually the material type. A PBR texture set needs a lit material in the engine; an unlit or custom shader ignores the maps. And if the model was generated with the texture type set to Color rather than PBR, there are no PBR maps to read in the first place.

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