Godzilla Blender Converter
Godzilla Blender Converter exports Pipeworks Godzilla model files to FBX, lets you edit them in Blender, then imports the edited FBX back into a copied game file.
Your original file is never overwritten.
Supported Files
Export Input
*_Shapes.BDG.CMG
Import Input
- Edited
.FBX - Original
*_Shapes.BDG - Original
.CMG
BDG exports are model-only. They export the model and textures, not playable animation data.
Basic Workflow
- Export the original game model to FBX.
- Edit the FBX in Blender.
- Import the edited FBX back into a copied BDG or CMG.
- Place the copied output file into your mod or extracted game folder.
- Test it in-game.
Export to Blender
- Open Godzilla Blender Converter.
- Select the Export tab.
- Click Browse beside Input File.
- Select the model to export.
Wii
- Select the character's
*_Shapes.BDG.
GameCube
- Select the character's
.CMG.
- Click Browse beside Output Folder.
- Choose where the exported project should be created.
- Click Export to FBX.
The converter creates a character folder containing:
- FBX
- Textures
- Import data
Edit in Blender
- Open the exported FBX in Blender.
- Edit the model.
- Export or save your edited model as FBX.
- Keep the exported project folder intact.
Important
BDG
- Do not delete
import_log.json. - Do not move the FBX into another project unless
import_log.jsonstays with it.
CMG
import_log.jsonis not required.- The converter reads the needed structure from the original CMG or CMG ZIP.
The edited FBX does not need the same filename as the exported FBX.
Import Back
- Open Godzilla Blender Converter.
- Select the Import tab.
- Click Browse beside Edited FBX.
- Select your edited FBX.
- Click Browse beside Original File.
Wii
- Select the original
*_Shapes.BDG.
GameCube
- Select either:
- the original
.CMG, or - the original
.ZIPif the CMG was stored inside a ZIP.
- the original
- Click Browse beside Output Folder.
- Choose where the converted copy should be written.
- Click Import from FBX.
The converter creates a new copied file in the output folder. Use that file for your mod.
GameCube (DAMD) Notes
GameCube models use .CMG files.
Some DAMM models are loose CMGs while others are stored inside ZIP files.
_0.cmg,_1.cmg,_2.cmg→ packed back into ZIP files_3.cmg→ remains a loose CMG
Riivolution Folder Notes
Use the converted output file and place it into the matching Riivolution folder.
Common Custom Folders
| Mod | Folder |
|---|---|
| Revo | Load/Gunleashed/Custom |
| GUFW | Load/FinalWars_Settings/Custom |
| DAMD | Load/Domination_Settings/Custom |
Pre-packaged DAMM / Unleashed Riivolution
- Open Dolphin.
- File → Open User Folder
- Copy the provided Load folder into it.
Use:
| Mod | Folder |
|---|---|
| DAMM | Load/DAMM-Custom-Models |
| GU | Load/GU-Custom-Models |
Accessing Riivolution Patches
- Right-click the game in Dolphin.
- Open Load → Riivolution.
- Select the correct XML.
| Game | XML |
|---|---|
| Unleashed | GZME_GU.xml |
| DAMM | GZME_DAMM.xml |
Replace the matching BDG, CMG, or ZIP with the converted copy.
Always keep a backup of the original files.
Extracting a Wii/GameCube Game
If you want to edit files directly from an extracted game:
- Open Dolphin.
- Right-click the game.
- Click Properties.
- Open the Filesystem tab.
- Right-click the disc/root entry.
- Select Extract Entire Disc.
- Choose an output folder.
Recommended
Extract into the same folder where your Dolphin games/ROMs are stored.
Make the Extracted Game Playable
- Open Dolphin Config.
- Open Paths.
- Enable Search Subfolders.
- Make sure your games folder is listed.
After that, Dolphin can launch the extracted game folder normally.
Export Folder Contents
The exported character folder usually contains:
- FBX model
textures/import_log.json(BDG only)
BDG
import_log.json is required for importing. It maps the FBX back to the original BDG streams, including vertex data and added topology.
CMG
import_log.json is not required. Simply select the original CMG or CMG ZIP during import.
Editing Tips
- Same-topology edits are the safest.
- Moving existing parts is safer than rebuilding the entire model.
- Added geometry can work, but the original game formats still have limits.
- If textures look incorrect after adding parts, assign them to an existing material or create custom texture work.
- Test small edits first.
- Always test the imported file in-game.
Troubleshooting
Export Fails
- Make sure you selected a supported BDG or CMG.
- For Wii models, use the
*_Shapes.BDGfile.
Import Fails
- Make sure the FBX came from this converter.
- For BDG, verify
import_log.jsonis still present. - Make sure you selected the correct original BDG, CMG, or ZIP.
- Try exporting a fresh copy and applying a smaller edit.
Model Looks Wrong In-Game
- Verify you imported into the correct original file.
- Test a smaller edit.
- Re-export from the original model and try again.
- Make sure the replacement file is in the correct Riivolution folder.
GZ Model Editor v0.2.2 is live!
- Much more stable BDG importing for Unleashed.
- Existing edits from v0.2.0+ are still compatible. No need to redo your work.
- Fixed imports where added parts could override existing mesh edits.
- Added support for patching existing mesh edits and duplicated/new parts in the same import.
- Improved vertex weight handling for duplicated parts.
- Added drag-and-drop support for file boxes in the converter UI.
- No new major issues are currently known.
GZ Model Editor v0.2.32 Emergency Fix is Active!
- Fixed BDG UV seam handling during import.
- Added safer UV writeback for edited meshes so atlas seams no longer smear or collapse.
- Improved duplicated/added geometry UV support so new parts keep the texture island they were copied from.
- Fixed cases where edited parts could lose wing/spine/tip texture details after import.
- Improved BDG import/export roundtrip stability for texture-heavy models.
- Fixed
skin64BDG mesh UV writeback so skinned parts keep their edited texture correctly. - Shared vertices keep the UV closest to the original vertex.
Models made by https://x.com/GoopySlimey
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