... to simplify the FBX asset workflow.
This plugin has been specially optimized for preparing 3D assets for the Tacton VizStudio.
But this is not a product component. Tacton is not responsible for this plugin.
- Download the latest .py file from github
- Start Blender
- Go in the top menu to [Edit] > [Preferences]
- Select the [Add-Ons] tab
- Press the [install] button and select the downloaded .py file
- Enable the plugin by the checkbox in front of the plugin
After the installation is done, you can find the new functionallities in a new tab [JBR Tools] in the right side bar of the 3D Viewport.
Press [N] in 3D Viewport to toggle the right side bar
Similar to the Blender batch exporter, but with some important adjustments.
- Quick enable/disable the collection for export independant of selections
- collection name will be used as FBX name
- Because Blender only allows unique names, the FBX Exporter removes all automatically added numbers (like ".002") for Dockingpoints (**Empty** objects starting with a **"DP_"*) during the export process, to allow the same Dockingpoint name on multiple FBX files.
- Quickly re-export many assets by a single button click
- Early quality check of the mesh data
- Select top level collections to export by enable/disable the
icon in the layer tree view.
- The collection list in FBX Exporter Panel is instantly updated
- Check for warning message in the top
- Define Target Directory
- Press [Export]
Two different Buttons for importing FBX files
For each imported FBX a new collection will be created with the filename of the FBX.
In addition, an optimization process runs on the imported nodes:
- Delete everything that is not a MESH or a EMPTY
- Apply scale on every node
- Remove parenting of nodes (flat)
- Set consistent display mode & scale for EMPTY's
- After the import is finished "REMOVE material duplicates" is called
Select one or more FBX files to import
Select folder to recursivly import all included FBX files
The collection name will also contain the relative file path of the FBX
Buttons to speed up the material workflow
All visible mesh objects in the 3D scene gets selected, if they have no material assigned
Before clicking the button select all the mesh objects in the 3D scene, that should receive a new material.
And additionally, select as last the mesh object the material assigment should be copied from.
(the last selection is visible by a lighter orange outline color)
Before clicking the button select all the mesh objects in the 3D scene, that should be updated.
(Only works in Object mode.)
All selected mesh objects with Multi-Materials are getting separated into sub-mesh objects with only one material assignment
The names of the new mesh objects contain the respective material name
all materials in the curent blend file are validated
if a material ends with a number (like .002) and another material with the same base name exists:
- the material is deleted
- all meshes with the material assigned are getting updated with the base material