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, 2.8-3.6, 4.0 (and higher).
Download latest version:
- (2023.2) Blender 4.0 and higher
- (2023.1) Blender 3.6 and higher
- ACT Unity Editor Script (for 2023.1 and higher)
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- (3.3) Blender 3.4 and higher
- (3.2) Blender 3.1 and higher
- (3.1.5) Blender 2.90 - 3.0
- (3.1.2) Blender 2.83
- (2.4.1) Blender 2.79
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Watch Features Overview (Youtube Playlist)
Now ACT has two different algorithms for export FBXs to Unity: "Unity" and "Unity (Legacy)".
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".
For automatization this steps I created Unity Editor Script and you can use this different ways:
- Select Models -> RMB -> ACT/Fix Models Transform.
- 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).
The Unity editor ACT script is distributed with the ACT Blender add-on.
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.
New option for Align Origin: Move Origin to middle point between Min and Max Value. Thanks @mokalux for implementation!
Transfer Collection Name to Object Name. You can use dirrernt ways for that:
- Added Collection name before or after current object name. For example, "CollectionName_ObjectName" or "ObjectName_CollectionName"
- Replace Object Name to "Collection Name + Type + Numbering", For example, "CollectionName_Mesh_001" or "CollectionName_MESH_001". Thanks @Oxicid for implementation!
Invalid characters will replaced only in file name, not in object names. It very useful if you use special characters for naming.
"Combine All Meshes" option works now not only for "All->One FBX" Export.
Added Custom Export FBX Option "Add Leaf Bones". By default "Add Leaf Bones" option is disabled now.
You can choose between "Linear" and "sRGB" color space for vertex color. I chose linear as default value because vertex color usually used for masking, but not as color information.
Aligment Origin Point to:
- Max/Min point of object for X, Y or Z axis
- 3D Cursor (Separate Axis)
- Coordinates (Separate Axis)
Set Origin Point to Selected Element(s)
- Batch Renaming UV by Index (example, Lightmap - second uv channel)
- Batch Add UV with custom name
- Batch Remove UV by Index
- Set Active UV Layer for Selected Objects in 3D View and Image/UV Editor by UV Index
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 and set Autosmooth to 180 degrees for Selected Objects.
Flip or Recalculate Normals for Selected Objects in Object Mode.
Batch Export Selected Objects for Unity or UE4 (Fix Scale and Rotation). Available some modes:
- Export All Selected Object into One FBX/OBJ
- Export Each Object into Individual FBX/OBJ
- Batch Objects by Parent
- Batch Objects by Collection
Batch Import FBX and OBJ files with default parameters.
Create Palette Textures (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
Just remove all UV Maps or all Vertex Colors from selected objects.
Copy Object Name to Mesh/Font/Etc.(Data-Block) Name.
Tool for easier Atlas Packing.
Transfer Material Base Color to Viewport Color for Solid View Mode.
Delete from selected objects unused materials (not applyed to faces) and unused material slots.
Quick add suffix .L or .R to Selected Bones.
Tool For Easy Simplifying Armature: Delete (or Dissolve) Selected Bones (Exclude Active) and Transfer Vertex Weights to Active Bone.
Assign active material to selected faces in MultiEdit Mode.
- Show/Hide UI Panels via Addon Preferences
- Changing Category for each Panel from Preferences