So, we all know that you can import/export easily from blender to godot. But it seems that the information on how to set things up correctly is fragmented across multiple posts/forums/docs..
Problem arises is that i could not find more detailed information on how/what to do.
As an example im working on.
I want a chest that consists of two pieces (meshes) Lid and the box part.
Now i want to make the collision shape and i want it to rigidbody3d.

So if i add "-rigid" to the name of the mesh so that it generates rigidbody3d node, it will create two rigid bodies

This is not what i want.
Also the base node of the scene is Node3D but i want the scene to be RigidBody3D.
I know i can change import settings, but it will still create a child node of the parent.

Here is a reference list i found, but maybe there is more information how to export gltf so that it imports as rigidbody3d with correct node order.
https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html#rigid-body-rigid