Blender Addon: Asset Creation Toolset
Asset Creation Toolset is Many Tools for Game Asset Creation (Batch Import/Export FBXs, Origin Aligment Tool, Renaming, Low-Poly Art workflow tools, etc.) for Blender 2.79 and 2.8.
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Origin Align Tool
Aligment Origin Point to:
- Max/Min point of object for X, Y or Z axis
- 3D Cursor (Separate Axis)
- Coordinates (Separate Axis)
Set Origin to Selected (Edit Mode)
Set Origin Point to Selected Element(s)
Tool for Batch Renaming UV by Index (example, Lightmap - second uv channel).
Delete Blender's default numbering and add new numbering by Axis and with pattern:
- xxx_1, xxx_10, xxx_100
- xxx_01, xxx_10, xxx_100
- xxx_001, xxx_010, xxx_100
Clear Custom Normals
Clear Custom Normals and set Autosmooth to 180 degrees for Selected Objects.
Flip or Recalculate Normals for Selected Objects in Object Mode.
Export FBX to Unity/UE4
Batch Export Selected Objects for Unity or UE4 (Fix Scale and Rotation). Available some modes:
- Export All Selected Object into One FBX
- Export Each Object into Individual FBX
- Batch Objects by Parent
- Batch Objects by Collection
Batch Import FBX and OBJ files with default parameters.
Create Palette Texture
Create Palette Texture (32x32px) for Selected Objects painted with colored materials. In one palette texture can be up to 256 colors (materials). Note: for Blender 2.79 uses Blender Render, for Blender 2.8 uses Cycles Render
Clear UV Maps/Clear Vertex Color
Just remove all UV Maps or all Vertex Colors from selected objects.
Obj Name -> Mesh Name
Copy Object Name to Mesh(Data-Block) Name.
UV Mover (UV Image Editor)
Tool for easier Atlas Packing.
Material -> Viewport Color
Transfer Material Base Color to Viewport Color for Solid View Mode.
Delete Unused Materials
Delete from selected objects unused materials (not applyed to faces) and unused material slots.
Add .L or .R suffix to Bones
Quick add suffix .L or .R to Selected Bones.
Merge Bones Tool
Tool For Easy Simplifying Armature: Delete (or Dissolve) Selected Bones (Exclude Active) and Transfer Vertex Weights to Active Bone.
Active Material -> Selected
Assign active material to selected faces in MultiEdit Mode.