Export to Godot
.tscn with a Sprite2D per layer + AnimationPlayer that autoplays your idle. Drop it anywhere in your Godot project.
Godot 4 scene file (.tscn) — plain text — with one Sprite2D per layer and an AnimationPlayer that autoplays your active clip. Drop the folder anywhere in your Godot project and it just works.
What's in the zip
folder<Project>/
├─ Sprites/
│ └─ <layer>.png (one per visible layer)
├─ <Project>.tscn (Node2D root, per-layer Sprite2D children, AnimationPlayer)
└─ README.txtImporting
- Unzip into any folder inside your Godot project's
res://. - Open Godot. The .tscn shows up in your FileSystem panel.
- Drag the .tscn into a scene, or instance it from code with
preload("...").instantiate(). - The character appears in T-pose; press Play and AnimationPlayer autoplays the idle.
Layer order = z_index
Each Sprite2D gets z_index = layerIndex matching the editor's layer order. The 2D draw order survives import. Same logic as Unity's Sorting Order.
Axis convention
Pixi y-down matches Godot y-down so coordinates pass straight through — no axis flip needed. (Unity is y-up, which the Unity exporter handles by negating Y; Godot users get a more direct round-trip.)
AnimationPlayer
The exporter creates an AnimationLibrary with one Animation called idle. Tracks target each Sprite2D's :position and :rotation; keys are sampled at 24 fps over the clip's cycle. loop_mode = 1 makes it loop.
Adding more animations
Re-export from Charios with a different active clip and copy the new Animation resource into your existing AnimationLibrary. Or use AnimationTree to set up state-machine playback with crossfades — Godot's AnimationTree is more capable than Unity's Animator and worth learning if you're shipping multiple animations.
Self-contained .tscn
The .tscn is plain text with all sub-resources inlined. No additional .import setup required. Move the folder to a different Godot project and every reference resolves locally.
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