When I have time I'll add the .blend file; I'll try to do it as quickly as possible.
imaginais
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In short, thank you very much, I didn't know that. I already made a rig and I'll try to change the animations little by little. The other person said it didn't matter much because they don't do anything and most people do it anyway, so I removed it for that very reason, to change everything gradually.
The issue doesn’t seem to be Blender, because the model is at scale 1,1,1 and when I test the exact same FBX file in another game engine, it works correctly. So the file itself isn’t broken.
The problem is more related to how Godot handles FBX files internally. FBX is a proprietary format and different engines interpret its unit scale and transform data differently. Unity, for example, automatically compensates for the internal unit scaling (usually applying a hidden 0.01 factor), which is why it looks correct there. Godot, on the other hand, tends to import the raw scale data as-is, which can cause models to appear much bigger or smaller even if everything is correct in Blender.
So it’s not really a Blender issue it’s more about how Godot interprets FBX files.
If you want to keep using FBX in Godot, we could try:
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Making sure all transforms are applied before export
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Verifying Unit Scale is set to 1.0
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Enabling “Apply Transform” when exporting
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Adjusting the Import Scale inside Godot and reimporting
However, from what I researched, Godot is actually designed to work best with glTF 2.0 (.glb). It’s the officially recommended format and avoids most of these unit conversion and scaling inconsistencies.
Since there was a recent update and I exported a glTF 2.0 version, that one should behave correctly in Godot.
Sorry for the inconvenience, and thank you very much for pointing it out
And if anything weird happens or you notice something unusual, just let me know I really appreciate it a lot
Thanks a lot, I’m really glad you like it!
You’re free to use this asset in personal and commercial projects, including games. Redistribution or reselling of the asset by itself is not allowed. Credit is not required, but always appreciated if you choose to give it. If you’d like to support my work, donations are always welcome thank you so much!
Thanks bro and Yes, of course! I do commissions Would you like to talk on Discord so we can go into more detail about the model and how many animations you’d like me to make? That way I can give you an accurate total price.
My Discord username is dryh_ feel free to add me as a friend and we’ll go all in :)
For a PS2-style humanoid/creature boss, including rigging and 5–6 animations, I usually work with a fixed price of $15 USD.
This includes the full character, textures, rig, and animations.
That said, I’m open to adjusting the price depending on your budget feel free to let me know how much you’d be comfortable paying, and we can see what works :)
If you have any references or examples, you can share them too!





































