v1.6.1 is a big game-pipeline release, headlined by three authoring features, a tidier settings layout, and a round of important FBX fixes:
Prefix, suffix, and engine naming โ together in one place, with a single switch. File naming now has its own Naming Convention panel (just above Quick LODs), collapsible and with an enable/disable checkbox in its header โ exactly like the Quick LODs and Collision Meshes panels.
| Convention | Output style | Example (MyMeshName) |
|---|---|---|
| Godot | snake_case | my_mesh_name |
| Unity | Capitalised_Words_With_Underscores | My_Mesh_Name |
| Unreal | PascalCase (preserves SM_, etc.) |
MyMeshName |
Heads-up: the old None / Default convention option has been replaced by the panel's on/off toggle. Switching the panel off is the new "no convention". As a result, prefix and suffix are part of the same feature โ to use them, keep the Naming Convention panel enabled.
Export your hand-authored collision geometry alongside your assets. Creating custom collisions is a near-essential step in any game asset pipeline. Until now the exporter dropped them. v1.6.1 detects collision mesh children, renames them to your engine's convention, and packs them into the same FBX/glTF as the render mesh so the engine binds them automatically on import.
UCX_ โ convex hullUBX_ โ boxUSP_ โ sphereUCP_ โ capsule| Convention | File | Output name (render mesh = MyMesh) |
|---|---|---|
| None | same file | keeps the collision's original authored name (default) |
| Unreal | same FBX | UCX_MyMesh_00, UBX_MyMesh_01, โฆ. |
| Godot | same glTF | MyMesh-convcolonly (or -convcol to also render it). |
| Custom | same FBX/glTF | <prefix>MyMesh<suffix> (e.g. Unity or your own convention) |
The convention is chosen explicitly and is set for you by the active preset: Godot โ Godot, Unreal โ Unreal, Unity โ None (Unity has no engine-specific collision naming).
Note: Godot has no primitive collision shapes, so box/sphere/capsule sources are all exported as convex collisions.
UCX_/UBX_/USP_/UCP_ count as
collisions, and the prefix sets the shape.Selecting a collision object together with its parent no longer produces a stray standalone collision file โ collisions are only ever written through their render mesh.
Mark sockets on your assets so engines can attach things to them. Game assets rarely live alone โ a character needs weapon sockets, a vehicle needs mount points, a prop needs an effect anchor. v1.6.1 lets you author those locations as empty children of your render mesh and exports them into the same file, so the engine sees ready-made attachment points on import.
| Setting | What it does |
|---|---|
| Include Attachment Points | Master toggle (on by default) |
| Empty Filter | All Empties (every empty child) or Prefixed Only (filter by name) |
| Empty Prefix | Prefix used by Prefixed Only (default attach_) |
| Create Slot Empties | Auto-generate empties at child-mesh positions to mark where parts attach (off by default) |
| Slot Prefix | Naming prefix for the generated slot empties (default slot_) |
Tip: Use Prefixed Only with
attach_to keep helper empties in your scene without exporting them โ only the sockets you name end up in the file.
LodGroup, so Unreal imports one Static Mesh with LOD0โฆLODn instead
of a pile of separate meshes. (The LOD group node is also renamed to a clean
{ObjectName}.)AUTO
collision value loads cleanly and falls back to None โ no errors.1.0 to keep
the old behaviour.Thanks to PecakePie for the suggestion! Share your collision and naming workflows on GitHub Discussions, or report any issues here. ๐
v1.5.0 adds two major workflow features:
Save and load your export configurations instantly
Speed up your workflow with ready-to-use presets for different game engines and projects. No more manually configuring dozens of settings each time you switch projects!
Three preconfigured presets included:
๐ค Godot Preset:
๐ฒ Unity Preset:
๐ฏ Unreal Preset:
Combine multiple objects into a single optimised file
Perfect for Godot developers who want clean, organised imports without dozens of individual files cluttering their project.
trees.glb)โฑ๏ธ Massive Time Savings
๐ฏ Zero-Configuration Workflows
๐๏ธ Professional Pipeline
trees.glb file with all objects and LODspresets/Studio_Standard.json with your team via Git[addon]/presets/ directoryThis release is all about workflow efficiency! Share your custom presets or workflow improvements on GitHub Discussions. Found a bug? Report it here. ๐
Complete workflow optimisation for Unity, Unreal Engine, and Godot
Choose from game engine specific naming standards that automatically format your exported files:
PascalCase naming (e.g., MyAwesomeMesh.fbx)SM_, SK_, BP_Cube.2 โ Cube2)Capitalised_Words_With_Underscores (e.g., My_Awesome_Mesh.fbx)snake_case naming (e.g., my_awesome_mesh.fbx)Export your objects with LOD levels as structured hierarchies perfect for Unity and Unreal Engine workflows:
{ObjectName}_LODGroup.fbx with parent empty containing all LOD levels{basename}_LOD00, {basename}_LOD01, etc.Enhanced support for complex procedural workflows
v1.4.0 makes EasyMesh more specialised as a game development tool:
myCharacter.001, weapon.2MyCharacter1_LODGroup.fbx, Weapon2_LODGroup.fbxsnake_case) and Unity (Capitalised_Words) namingThis release represents months of refinement based on community feedback and real-world game development needs. Report issues or share your workflow on GitHub! ๐
Many users export to game engines like Godot, which have their own runtime compression systems. Having Draco compression enabled by default can actually be counterproductive in these cases. This update gives you control over when to use Draco compression, allowing you to optimise your exports for your specific workflow.
mesh_export_use_draco_compression (BoolProperty)I'd love to hear about your experience with the new features! Report issues or suggest improvements on GitHub. ๐
EasyMesh Batch Exporter now supports exporting Curve and Metaball objects, automatically converting them to meshes during the export process. This significantly expands the range of Blender objects you can batch export.
The export button now provides context-aware labelling:
This gives you instant clarity about what will be exported before clicking the button.
Previously, users had to manually convert curves and metaballs to meshes before exporting, which was time-consuming and disrupted workflows. Now you can:
I'd love to hear about your experience with the new features! Report issues or suggest improvements on GitHub. ๐
Problem: Users reported crashes and extremely long export times when using scale values (especially scale: 100) with large meshes (1M+ polygons). The addon was applying scale transformations to all vertex data in memory before export, causing massive memory usage and potential crashes.
Solution:
global_scale parameter, avoiding memory-intensive vertex transformationsMemory Optimisation:
Format-Specific Handling:
User Warnings:
setup_export_object() to return scale factor without applying transformsexport_object() to pass scale to export operatorsProblem: When using negative axis values (e.g., "-Z" for forward or up axis), OBJ, STL, and USD exports would fail because these formats expect "NEGATIVE_Z" instead of "-Z".
Solution: Added automatic conversion of axis values for OBJ, STL, and USD formats:
This update prioritises stability and performance for users working with large meshes. If you need scaling for GLTF/USD formats, please apply the scale manually in Blender before export. I'd love to hear about your experience with the new features! Report issues or suggest improvements on GitHub. ๐
Problem: Previous releases were inadvertently including the entire releases/ directory in the addon package, causing unnecessarily large file sizes. Each new release was packaging all previous releases within it, creating a compounding size issue.
Solution: Updated the build configuration to properly exclude development and release files from the final package.
paths_exclude_pattern to blender_manifest.tomlNo functionality changes, this is purely a packaging fix. If you have v1.2.0 installed and working, there's no need to update unless the file size was causing issues.
Thank you to all users for your feedback and suggestions! I'd love to hear about your experience with the new features! Report issues or suggest improvements on GitHub. ๐
This release brings powerful texture management features and UI refinements to make your export workflow even smoother.
Thank you to all users for your feedback and suggestions! I'd love to hear about your experience with the new features! Report issues or suggest improvements on GitHub. ๐
Significant performance improvements and new user controls that make working with large, complex meshes a breeze.
Finally, export those massive 2+ million polygon meshes without crashes! This update introduces intelligent memory management that automatically detects and optimises for large meshes:
Take complete control over which modifiers are applied during export with a three-mode system:
New checkbox to enable/disable viewport colour feedback:
For best results with large meshes:
Special thanks to the people who reported issues with large mesh exports and provided valuable feedback on modifier handling workflows.
I'd love to hear about your experience with the new features! Report issues or suggest improvements on GitHub.
v1.0.4 brings several improvements to the export functionality and user interface, with a focus on enhanced GLTF support and interface refinements.
apply_transforms function to handle location, rotation, and scale transformationsAttributeError that occurred when clicking the selection button in the Recent Exports panelThank you for using EasyMesh! Your feedback and suggestions are always welcome. As always, please report any issues on the GitHub repository.
duplicate_move_linked with proper mesh data handling to ensure cleaner exports without affecting original objects.Thank you for trying EasyMesh Batch Exporter. These improvements should make the export workflow smoother and provide more control over your exports. As always, please report any issues on the GitHub repository.
MeshExporterSettings(PropertyGroup) classThis update resolves a critical issue that prevented the add-on from working properly. Users who experienced crashes or broken functionality should now be able to:
Sorry for the inconvenience! If you encounter any issues with this release, please report them on our GitHub issue tracker.
bpy.ops with context.scene.objectsFirst release