Ghidorah — Godzilla: Save the Earth (PlayStation 2)

FBX: complete rigged model, recovered native animation clips and a rest-pose action.
To play: import the FBX, select the armature, open Dope Sheet > Action Editor and choose a clip.
Set the timeline Start/End to its frame range and press Space. The initial rest-pose action is static.
Native hold poses may also be static. Loop behavior is controlled by the viewer/game.
DAE: complete rigged rest model. OBJ/MTL: complete static model. Keep textures/ beside these files.
All model parts, including separate eye meshes where present, import together.
All four formats face +Y with +Z up after normal Blender import (same direction across monsters).
Use Back view (Ctrl+Numpad1) to look directly at the face; this is the same side used for the previews.
FBX/DAE skeleton hierarchy and every bone were checked with a test rotation.
The GLB is a self-contained static preview; use the FBX for animation.

Audited 2026-10-14: source geometry/UVs, texture loading, binding, every animation sampled at nine
times, representative poses rendered, DAE/OBJ/GLB independently re-imported. Exact original-game
playback and shader behavior have not been compared in an emulator.

Ripped by superworldsun. Credit not needed but always appreciated :)
Game/IP rights belong to their respective owners.
