/Blender-Asset-Creation-Toolset

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

Primary LanguagePythonGNU General Public License v3.0GPL-3.0

Blender Addon: Asset Creation Toolset

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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)

Features

Origin Tools

Origin Tools Overview

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)

Set Origin to Selected (Edit Mode)

Set Origin Point to Selected Element(s)

Renaming Tools

Renaming Tools Overview

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

Add .L or .R suffix to Bones

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

UV Tools

UV Tools Overview

  • 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

UV Mover (UV Image Editor)

Tool for easier Atlas Packing.

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

Export Tools

Export Tools Overview

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 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/Texture Tools

Material Tools Overview

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.

Clear UV Maps/Clear Vertex Color

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

Delete Unused Materials

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

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).

Quick Select Texture from Active material in UV Editor

Active Material -> Selected

Assign active material to selected faces in MultiEdit Mode.

Other Tools

Other Tools Overview

Obj Name -> Data Name

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

Flip/Calculate Normals

Flip or Recalculate Normals for Selected Objects in Object Mode.

Merge Bones Tool

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

Addon Preferences

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

Addon Preferences