BatchForge is a powerful, all-in-one batch export solution that streamlines the process of exporting multiple 3D assets with precise control over origin points, transforms, and output formats. Whether you're preparing assets for Unity, Unreal Engine, 3D printing, or archiving your work, BatchForge eliminates repetitive export tasks and ensures consistency across your entire assets.
Set Origin Point Place any point of your mesh exactly at world origin (0,0,0) with six precision modes:
This is particularly valuable for game development where consistent pivot points are essential for proper instancing, snapping, and physics interactions.
Export directly with optimized settings for major game engines:
Export each object simultaneously to multiple formats:
– Automatically bakes object scale to mesh data while preserving visual dimensions Use Current Transform – Keep scene position and rotation for level design workflows
Mesh Name – Use object names as filenames
Custom Name – Prefix + Suffix – Auto Numbering
Selection – Export currently selected objects
All Meshes – Export every mesh in the scene
Collection – Export from specific collections for organized workflows
Generate comprehensive log files with: Geometry statistics (vertices, faces, triangles) Dimensions and volume information Face orientation analysis Material assignments Export settings summary
BatchForge includes a comprehensive logging system that generates detailed reports for every export operation. These logs go far beyond simple success/failure messages : they provide actionable insights into your 3D assets before they reach your game engine or production pipeline.
Each exported object generates a detailed report containing:
What the system does:
This is critical because:
How this saves you time:
The logging system includes automatic face orientation analysis : a feature that detects potentially problematic backfaces before they cause rendering issues.
Sample log output:
FACE ORIENTATION
Why face orientation matters:
If more than 40% of faces are oriented downward, the logger displays:
This proactive warning helps you catch orientation issues before they become "Why is my model invisible?" debugging sessions in Unity or Unreal.
The logging system provides triangle count categorization to help you optimize for different platforms:
NOTES & TIPS Triangle Count: 24,892 (MEDIUM) Suitable for most applications
Triangle Count: 125,000 (HIGH) Consider creating LODs for game engines
Triangle Count: 1,247 (LOW) Good performance expected This instant feedback helps you make decisions about: Whether an asset needs LOD (Level of Detail) versions If a mesh is suitable for mobile platforms When to split a complex object into smaller pieces Budget allocation for scene polygon counts
When using the Unity or Unreal FBX presets, the log includes engine-specific information:
FBX (Unity): D:\Exports\FBX\SM_Barrel.fbx Unity Preset: Forward=-Z, Up=Y Bake Axis Conversion: Yes This confirms that the correct axis conversion was applied, eliminating the "Why is my model sideways in Unity?" confusion before it happens.
Logs are saved as timestamped text files in your export directory:
Exports/batch_export_log_20260506_143022.txt
Each log file contains reports for every object in that export batch, making it easy to:
The BatchForge logging system transforms the export process from a "hope it works" black box into a transparent, verifiable workflow. By catching geometry issues, orientation problems, and performance concerns at export time, you eliminate the frustrating cycle of importing broken assets into your target application and backtracking to find the cause.
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