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Many Tools for Game Asset Creation (Import/Export FBXs, Origin Aligment Tool, Renaming, Low-Poly Art workflow tools, etc.)

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mrven/Blender-Asset-Creation-Toolset

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Blender Addon: Asset Creation Toolset

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Russian README

Asset Creation Toolset is Many Tools for Game Asset Creation (Batch Export FBXs/GLTF for Unity/UE/Godot, Origin Aligment Tool, Renaming, UV Tools, Low-Poly Art workflow tools, etc.) for Blender.

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If you want to support me you can buy this addon:

Watch Features Overview (Youtube Playlist)

New in Asset Creation Toolset 2024

New GLTF Export for GODOT

GLTF_Export

"Add UV" has option for generating Smart UV or Lightmap UV

Add_UV_Packing

Export FBX now supports Custom Properties

Features

Origin Align Tool

Aligment Origin Point to:

  • Max/Min/Middle point of object for X, Y or Z axis
  • 3D Cursor (Separate Axis)
  • Coordinates (Separate Axis)

Origin Align

Set Origin to Selected (Edit Mode)

Set Origin Point to Selected Element(s)

Origin To Selected

Numbering Objects

Delete Blender's default numbering and add new numbering by Axis/Outliner order with pattern:

  • xxx_1, xxx_10, xxx_100
  • xxx_01, xxx_10, xxx_100
  • xxx_001, xxx_010, xxx_100

Numbering Objects

Add .L or .R suffix to Bones

Quick add suffix .L or .R to Selected Bones.

Suffix Bones

UV Tools

  • Batch Renaming UV by Index (example, Lightmap - second uv channel)
  • Batch Add UV with custom name (copy UV from active, smart projection or lightmap uv)
  • Batch Remove UV by Index
  • Set Active UV Layer for Selected Objects in 3D View and Image/UV Editor by UV Index

Rename UV UV Tools

UV Mover (UV Image Editor)

Tool for easier Atlas Packing.

  • Scale UV with power of 2
  • Move UV with steps

UV Mover

Export OBJ/FBX/GLTF to Unity/UE/Godot

Batch Export Selected Objects for Unity, UE or Godot. Available some modes:

  • Export All Selected Object into One file
  • Export Each Object into Individual file
  • Batch Objects by Parent
  • Batch Objects by Collection

Export FBXs

Export Algorithm for Unity

Now ACT has two different algorithms for export FBXs to Unity: "Unity" and "Unity (Legacy)".
Target_Engine

"Unity" Export Profile

This profile supports Objects with Linked Data, more acurate for rigs, animations, angles and axis. But this export profile requires additional steps with models in Unity. You have to set in model import settings "Scale Factor" to 100 and check in option "Bake Axis Conversion".
Import_Settings

For automatization this steps I created Unity Editor Script and you can use this different ways:

  1. Select Models -> RMB -> ACT/Fix Models Transform. Fix_Transforms
  2. Open ACT Settings Window (Window -> ACT -> Settings) and enable Models Postprocessor. It automatically set import settings for each model (or for models whose names contain the specified string or character). ACT_Settings_1
    ACT_Settings_2
    ACT_Settings_3
    The Unity editor ACT script is distributed with the ACT Blender add-on.

"Unity (Legacy)" Export Profile

But you can also use previous algorithm: This algorithm doesn't require additional actions in Unity and this Export Profile provide back-compatibility with already existing models.
Old_Algorithm

Material -> Viewport Color / Random Material Viewport Colors

Transfer Material Base Color to Viewport Color for Solid View Mode. Or Generate Random Colors for Materials for Viewport.

Material To Viewport

Clear UV Maps/Clear Vertex Color

Just remove all UV Maps or all Vertex Colors from selected objects.

Clear UV Maps

Delete Unused Materials

Delete from selected objects unused materials (not applyed to faces) and unused material slots.

Delete Unused Materials

Create Palette Textures (Albedo, Roughness, Metallic, Opacity and Emission)

Create Palette Textures (32x32px) for Selected Objects painted with colored materials. In one palette texture can be up to 256 colors (materials).

Create Palette Texture

Quick Select Texture from Active material in UV Editor

Quick Select Texture

Active Material -> Selected

Assign active material to selected faces in MultiEdit Mode.

Active Material To Selected

Obj Name -> Data Name

Copy Object Name to Mesh/Font/Etc.(Data-Block) Name.

Copy Name

Collection Name -> Obj Name

Transfer Collection Name to Object Name. You can use dirrernt ways for that:

  1. Added Collection name before or after current object name. For example, "CollectionName_ObjectName" or "ObjectName_CollectionName"
  2. Replace Object Name to "Collection Name + Type + Numbering", For example, "CollectionName_Mesh_001" or "CollectionName_MESH_001". Thanks @Oxicid for implementation!
    Col_To_Name

Clear Custom Normals

Clear Custom Normals and set Autosmooth to 180 degrees for Selected Objects.

Clear Custom Normals

Flip/Calculate Normals

Flip or Recalculate Normals for Selected Objects in Object Mode.

Flip Calculate Normals

Merge Bones Tool

Tool For Easy Simplifying Armature: Delete (or Dissolve) Selected Bones (Exclude Active) and Transfer Vertex Weights to Active Bone.

Merge Bones

Addon Preferences

  • Show/Hide UI Panels via Addon Preferences
  • Changing Category for each Panel from Preferences

Addon Preferences

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Many Tools for Game Asset Creation (Import/Export FBXs, Origin Aligment Tool, Renaming, Low-Poly Art workflow tools, etc.)

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