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Btool — Internal Banaspateam Tool

Internal workflow automation tools for Banaspateam.

Location: Side Panel (N) > Tool > BNSPT
Hotkey: D in 3D Viewport opens the main menu. D in Outliner opens the image renamer.


Features

1. Export Tools

Menu: export in the BNSPT panel or D-menu.

Four export modes:

  • fbx — Exports selected objects as FBX into //fbx/<collection>/<collection>.fbx. Unpacks textures before export, repacks after.
  • fbx combine — Exports the entire blend file as a single FBX into //fbx/<filename>.fbx.
  • gltf — Exports selected objects as GLB into //gltf/<collection>.glb. Respects the Options panel settings (see below).
  • gltf batch — Exports each collection as a separate GLB into //gltf/<filename>/<collection>/.

Options (sub-panel)

Property Description
export path Custom directory for GLTF export (overrides default //gltf/)
export use vcol (reserved)
export flatten hierarchy Flattens bone hierarchy in GLTF export
stepping interpolation Uses stepped (constant) keyframe interpolation on baked animations

2. Batch Rename Data

Renames object data-blocks, materials, and ucupaint node trees to match the object name.

Usage:

  1. Select objects in the 3D Viewport
  2. Click Rename Data in the BNSPT panel, or use the D-menu > Rename Data

Each selected object will have:

  • Its data-block (mesh, armature, etc.) renamed to the object name
  • Its active material renamed to the object name (if any)
  • Its ucupaint node tree renamed (if ucupaint addon is available)

3. Render Preview

Renders individual preview images of each selected object in isolation.

Usage:

  1. Select objects in the 3D Viewport
  2. Click Render Preview
  3. Each object is rendered one at a time with all other meshes hidden
  4. Output: //preview/<object_name>.png

4. Rigify Tools

Metarig To Applyed Rig

Snaps metarig bone positions to match an applied (DEF) rig.

Usage:

  1. Select an applied rig armature (name must contain "APPLIED")
  2. Click the operator
  3. Choose the metarig armature from the search popup
  4. All metarig bones (except heels) are snapped to their DEF-bone counterparts

Reparent Separated Bone (rigify)

Reparents DEF bones under their ORG counterparts in a rigify armature. Adds Copy Transforms constraints where needed.

Usage:

  1. Select a rigify armature
  2. Click the operator

Set Rigify Bones Type

Sets selected pose bones to basic.super_copy rigify type with bone widget.

Usage:

  1. Select a rigify armature and enter Pose mode
  2. Select the bones to configure
  3. Click the operator

5. Cloth Bones From Mesh

Generates an armature with bones following mesh edges. Seams define bone flow, sharp edges mark root points.

Usage:

  1. In Edit mode on a mesh, mark seams along desired bone paths (Edge > Mark Seam)
  2. Mark sharp edges at root/start points (Edge > Mark Sharp)
  3. Click Cloth Bones Form Mesh
  4. A new armature is created with bones along each seam, connected head-to-tail

6. Mixamo Animation Importer

Imports multiple Mixamo FBX animations and transfers them to the target rig using the mr.import_anim_to_rig operator.

Usage:

  1. Select the target armature
  2. Click Import mixamo Animations
  3. Select one or more FBX files in the file browser
  4. Each animation is imported, transferred, and the source is cleaned up

7. FBX Animation Importer

Imports FBX animation onto the active armature directly.

Usage:

  1. Select the target armature
  2. Click Import fbx Animations
  3. Select one or more FBX files
  4. Each animation is imported and named after the source file

8. Compile Tool

Collects all visible renderable collections, combines them into single meshes, bakes ucupaint textures, and removes vertex groups (optional).

Usage:

  1. Hide all collections you don't want to compile (render visibility)
  2. Click Compile
  3. A new COMPILED collection is created with the baked results

9. Curve Offset Tool (Animation Tool sub-panel)

Adjusts animation curve offset parameters on selected pose bones.

Usage:

  1. Select an armature and enter Pose mode
  2. Select pose bones
  3. In the Animation Tool sub-panel, adjust strength, rotation (w/x/y/z), and position (x/y/z) offsets

10. Image Batch Renamer (Outliner)

Renames selected image datablocks from the Outliner.

Usage:

  1. Open the Outliner, switch to Blender File or Data API view mode
  2. Select one or more image datablocks
  3. Press D to open the rename dialog

Two modes:

  • Replace All — Rename all selected images to a base name. Optionally add _001, _002, … numbering.
  • Find & Replace — Find text in image names and replace it.

Shortcuts

Key Context Action
D 3D Viewport Opens BNSPT main menu
D Outliner (with image(s) selected) Opens Image Batch Renamer

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blender tool for Banaspateam

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