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All Add-ons

Add-on EasyMesh Batch Exporter
EasyMesh Batch Exporter

Streamlined mesh export for game development workflows.
Add-on by spec-arte
About What's New Permissions Reviews Version History

Version History

1.6.1
Compatibility
Blender 4.2 LTS and newer
  • 1.8ย MB
  • 219
  • June 7th, 2026

Changelog

EasyMesh Batch Exporter v1.6.1 ๐Ÿš€

๐Ÿ“ TLDR

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:

  • ๐Ÿท๏ธ Naming Convention panel: prefix, suffix, and engine convention now live in their own collapsible panel with a single on/off toggle โ€” enable it to apply your naming, switch it off to keep clean, untouched filenames
  • ๐Ÿงฑ Custom collision meshes: parent a collision mesh to your render mesh and it is exported into the same file, renamed for your target engine (the most requested pipeline feature โ€” discussion #13)
  • ๐Ÿ“ Attachment points & slots: include empty children as named sockets so engines can bind weapons, props, and effects โ€” with optional auto-generated slot empties
  • ๐Ÿ› ๏ธ FBX fixes: Forward/Up axis controls now actually work (#14), FBX imports into Unreal at the correct scale (no more 1/100, #9), and LOD hierarchies import as a single mesh with LODs instead of separate meshes (#12)
  • โšก Faster exports: dense-mesh FBX export is dramatically faster, plus a new Fast triangulation option
  • ๐Ÿ“ GLTF & STL scaling: the export scale setting is now respected (previously ignored)
  • ๐ŸŽ›๏ธ Consistent conventions: collision naming gains an explicit Convention field driven by the active preset, matching the file Naming Convention
  • ๐Ÿ”„ Zero breaking changes to stored settings: new features are off/opt-in or default to sensible behaviour (see the upgrade notes about re-exporting FBX assets)

๐ŸŽ‰ New Feature: Naming Convention Panel

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.

๐Ÿ› ๏ธ How It Works: Naming

  • Toggle on (the default): the exporter applies your Prefix, Suffix, and the selected engine Convention (Godot / Unity / Unreal) to every exported filename.
  • Toggle off: filenames are left as the object's own name (only cleaned of illegal characters) โ€” no prefix, suffix, or convention applied.
  • The active convention follows the preset selector at the top of the panel, so picking Godot, Unity, or Unreal sets the right naming for you.

๐ŸŽฏ Conventions

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.

๐ŸŽ‰ New Feature: Custom Collision Meshes

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.

๐Ÿ› ๏ธ How It Works: Collisions

  1. Author your collision mesh in Blender and parent it to the render mesh (the same model the attachment-points feature uses).
  2. Name the collision object with a shape prefix so the exporter can detect it and read its shape:
    • UCX_ โ†’ convex hull
    • UBX_ โ†’ box
    • USP_ โ†’ sphere
    • UCP_ โ†’ capsule
  3. Enable Collision Meshes in the EasyMesh panel and pick a Convention.
  4. Export your render mesh as usual โ€” the collision is included automatically.

๐ŸŽฏ Collision Conventions

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, โ€ฆ.
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.

๐Ÿ” Detection Options

  • Prefixed Only (default): only children named UCX_/UBX_/USP_/UCP_ count as collisions, and the prefix sets the shape.
  • All Children: every mesh child is treated as a convex collision.

โœ… Works Everywhere

  • Single export (one file per object)
  • glTF batch / combine (Godot workflow โ€” collisions combined into the one file)
  • LOD hierarchy (Unreal LOD groups โ€” collisions parented under the LOD group)

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.

๐ŸŽ‰ New Feature: Attachment Points & Slots

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.

๐Ÿ› ๏ธ How It Works: Attachment Points

  1. Add an empty as a child of your render mesh and position it where you want the socket.
  2. Enable *Include Attachment Points* in the EasyMesh panel (on by default).
  3. Export as usual โ€” the empties travel with the mesh in the same FBX/glTF.

๐ŸŽฏ Settings

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.

โšก Performance & New Options

  • ๐Ÿš€ Much faster FBX export: axis and scale conversion is now pre-baked into the geometry with a fast, C-level transform, and the FBX exporter runs with neutral settings instead of re-baking every vertex itself. On dense meshes this is dramatically quicker, with identical output. (The LOD-hierarchy path keeps the exporter's own baking to preserve the LOD-group relationship.)
  • โฉ New "Fast" triangulation method: in addition to Beauty / Fixed / Shortest Diagonal, the new Fast option lets the format exporter triangulate during export rather than in a separate pass โ€” much faster on high-poly and organic meshes.
    • Trade-off: it may slightly alter shading on non-planar quads (normals are recomputed rather than preserved), so Keep Normals is disabled when Fast is selected.
  • ๐Ÿ“ GLTF & STL scaling: the export Scale setting is now applied to GLTF/USD and STL exports (via the object transform). Previously the scale value was silently ignored for these formats.

โœจ Bug Fixes & Improvements

  • ๐Ÿ› FBX Forward/Up axis now works (#14): the Forward/Up axis controls were a silent no-op โ€” the conversion was only written to the FBX header, which importers ignore. The chosen axes are now baked into the geometry, so models import with the correct orientation.
  • ๐Ÿ› Correct FBX scale in Unreal (#9): FBX files imported into Unreal at 1/100th scale because the scale lived only in the FBX header (which Unreal ignores). Scale is now baked into the geometry, so files import at the intended size.
  • ๐Ÿ› LOD hierarchies import as a single mesh in Unreal (#12): the parent empty is now tagged as an FBX LodGroup, so Unreal imports one Static Mesh with LOD0โ€ฆLODn instead of a pile of separate meshes. (The LOD group node is also renamed to a clean {ObjectName}.)
  • ๐Ÿ› Attachment points in single-object mode: empties were silently dropped when exporting a single object (they only survived in batch/hierarchy modes). They are now included correctly in every mode.
  • ๐ŸŽ›๏ธ Standardised collision naming: the collision Engine Profile field is renamed Convention to match the file Naming Convention, and the old Auto value (which silently guessed the engine from your file naming) is gone in favour of an explicit, preset-driven choice.
  • ๐Ÿงช New test coverage: validation for collision detection and per-convention naming, attachment-point handling, the naming-convention toggle, and FBX smoothing/scale regressions across all export paths.

๐Ÿ“‹ Compatibility & Upgrade Notes

  • โœ… Blender 4.2.0+: fully supported (developed against 4.5/5.2)
  • ๐Ÿ”„ Opt-in features: collision export and slot-empty generation are disabled by default; attachment points are on by default but are a no-op unless your mesh has empty children
  • ๐Ÿท๏ธ Naming feature defaults to on: prefix/suffix/convention behave as before for existing settings. The neutral "None / Default" convention is now the panel's off state โ€” your stored prefix, suffix, and convention values are preserved either way.
  • ๐Ÿ“ฆ Formats: collisions and attachment points apply to FBX and glTF (the formats that carry a node hierarchy); other formats ignore those settings
  • โ™ป๏ธ Existing presets: already-saved built-in preset files won't carry the new collision Convention until you use Reset to Default on them (or reinstall); until then it simply defaults to None. Any preset that stored the removed AUTO collision value loads cleanly and falls back to None โ€” no errors.
  • โš ๏ธ FBX transforms change vs older versions: the axis (#14) and scale (#9) fixes mean FBX geometry is now baked with the correct orientation and size. If you have existing assets that compensated for the old (buggy) behaviour, re-export them so downstream scenes pick up the corrected transforms.
  • ๐Ÿ“ GLTF/STL now honour Scale: if you previously relied on the export scale being ignored for these formats, your exports will now be scaled โ€” set Scale to 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. ๐Ÿ™

Compatibility
Blender 4.2 LTS and newer
Downloads
219
Size
1.8ย MB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.6.1 1.8ย MB
1.5.0
Compatibility
Blender 4.2 LTS and newer
  • 82.1ย KB
  • 6200
  • November 8th, 2025

Changelog

EasyMesh Batch Exporter v1.5.0 ๐Ÿš€

๐Ÿ“ TLDR

v1.5.0 adds two major workflow features:

  • Presets system: Save/load export configurations with built-in presets for Godot, Unity, and Unreal
  • Custom presets: Create and share team export standards via JSON files
  • glTF batch export: Combine multiple objects into a single file based on collection membership
  • Zero breaking changes: All existing workflows remain unchanged

๐ŸŽ‰ Major New Features

๐ŸŽฏ Presets System

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!

Built-In Game Engine Presets

Three preconfigured presets included:

  • ๐Ÿค– Godot Preset:

    • glTF/GLB format with batch export enabled
    • Snake_case naming convention
    • Optimised material export for Godot's PBR workflow
    • Automatic triangulation and mesh smoothing
  • ๐ŸŽฒ Unity Preset:

    • FBX format with embedded textures
    • Capitalised_Words_With_Underscores naming
    • Triangulation enabled for consistent rendering
    • Render modifiers applied automatically
  • ๐ŸŽฏ Unreal Preset:

    • FBX format with LOD hierarchy support
    • PascalCase naming with prefix preservation
    • Optimised smoothing for Unreal's rendering pipeline
    • Forward axis configured for UE5 standards

Custom Preset Creation

  • ๐Ÿ’พ Save Your Settings: Create unlimited custom presets for specific projects or asset types
  • โšก One-Click Loading: Switch between entire configurations instantly
  • ๐Ÿ“‹ Project Templates: Perfect for teams maintaining consistent export standards
  • ๐Ÿ”„ Version Control Friendly: Preset files are simple JSON for easy sharing via Git

๐Ÿค– glTF Batch Export (Godot Workflow)

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.

How It Works

  • ๐Ÿ“ฆ Smart Batching: Select multiple objects, export once, get a single glTF/GLB file
  • ๐Ÿท๏ธ Collection-Based Naming: Automatically names the file after the shared collection (e.g., "Trees" collection โ†’ trees.glb)
  • ๐ŸŽฏ Individual Processing: Each object still gets full processing pipeline (modifiers, LODs, triangulation)
  • ๐Ÿ”„ LOD Compatible: Generate LODs for each object and export everything together
  • ๐Ÿ’พ Memory Efficient: Reuses existing memory optimisation for large batches

Perfect For

  • ๐ŸŒณ Environment Assets: Export all trees, rocks, or props as single files
  • ๐Ÿ—๏ธ Modular Buildings: Combine building parts into unified assets
  • ๐ŸŽฎ Character Rigs: Export character with accessories as one file
  • โšก Scene Assembly: Batch export complete scene sections for Godot

Why These Features Matter

โฑ๏ธ Massive Time Savings

  • Switch from Godot to Unity workflow in one click instead of adjusting 20+ settings
  • Export entire collections in seconds instead of tedious one-by-one exports
  • Share team export standards via JSON presets instead of documentation

๐ŸŽฏ Zero-Configuration Workflows

  • Godot preset + Batch mode = Production-ready assets in under 30 seconds
  • Jump between game engines without memorising format requirements
  • Consistent results across your entire team

๐Ÿ—๏ธ Professional Pipeline

  • Version control your export configurations alongside your project
  • Document export standards as shareable preset files
  • Reduce human error with standardised configurations

๐Ÿ”ง Usage Examples

Quick Start with Presets

  1. Select your objects in the 3D viewport
  2. Open EasyMesh panel โ†’ Presets section
  3. Click "Godot" preset (or Unity/Unreal)
  4. Click "Export" - Done! โœ…

Godot Batch Workflow

  1. Organise objects into collections (e.g., "Trees", "Rocks")
  2. Load "Godot" preset (enables batch mode automatically)
  3. Select all objects in collection
  4. Export โ†’ Single trees.glb file with all objects and LODs
  5. Import into Godot and your scene tree is already organised!

Custom Preset for Your Studio

  1. Configure all your preferred export settings once
  2. Scroll to Presets section โ†’ Enter preset name (e.g., "Studio_Standard")
  3. Click "Save Preset"
  4. Share presets/Studio_Standard.json with your team via Git
  5. Everyone loads the same preset - instant consistency! ๐ŸŽฏ

Multi-Engine Projects

  • Working on Unreal? Load "Unreal" preset
  • Exporting reference for Unity? Load "Unity" preset
  • Prototyping in Godot? Load "Godot" preset
  • Same assets, different exports, zero reconfiguration

โœจ Bug Fixes & Improvements

Fixes

  • ๐Ÿ› Unreal Naming Convention: Fixed edge cases in PascalCase conversion handling Blender's default naming patterns
  • ๐Ÿงน Code Quality: High, medium, and low priority fixes improving stability and performance
  • ๐Ÿ“ Documentation: Updated README and added comprehensive ARCHITECTURE.md

Improvements

  • ๐ŸŽจ Better Defaults: Embed textures enabled by default for smoother FBX workflows
  • ๐Ÿ”„ Alphabetical Organisation: Naming conventions now sorted alphabetically in UI
  • ๐Ÿงฝ Metaball Smoothing: Enhanced auto-smooth application for metaball exports

๐Ÿ“‹ Compatibility & Upgrade Notes

  • โœ… Blender 4.2.0+: All features fully supported
  • ๐Ÿ”„ Zero Breaking Changes: Existing workflows continue unchanged
  • ๐Ÿ’พ Automatic Preset Creation: Built-in presets created automatically on first launch
  • ๐Ÿ“ Preset Location: Find your presets in [addon]/presets/ directory

This release is all about workflow efficiency! Share your custom presets or workflow improvements on GitHub Discussions. Found a bug? Report it here. ๐Ÿ™

Compatibility
Blender 4.2 LTS and newer
Downloads
6200
Size
82.1ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.5.0 82.1ย KB
1.4.0
Compatibility
Blender 4.2 LTS and newer
  • 1.3ย MB
  • 3424
  • August 23rd, 2025

Changelog

๐ŸŽ‰ Major New Features

๐ŸŽฎ Game Engine Integration

Complete workflow optimisation for Unity, Unreal Engine, and Godot

Smart Naming Conventions

Choose from game engine specific naming standards that automatically format your exported files:

  • ๐ŸŽฏ Unreal Engine: PascalCase naming (e.g., MyAwesomeMesh.fbx)
    • Preserves known prefixes like SM_, SK_, BP_
    • Handles version numbers correctly (e.g., Cube.2 โ†’ Cube2)
    • Fixed handling of Blender's default naming patterns
  • ๐ŸŽฒ Unity: Capitalised_Words_With_Underscores (e.g., My_Awesome_Mesh.fbx)
  • ๐Ÿค– Godot: snake_case naming (e.g., my_awesome_mesh.fbx)
  • ๐Ÿ“‚ Default: Basic filename sanitisation only

LOD Hierarchy Export (FBX format only)

Export your objects with LOD levels as structured hierarchies perfect for Unity and Unreal Engine workflows:

  • ๐ŸŽฏ Individual Processing: Each selected object gets its own LOD hierarchy (not merged)
  • ๐Ÿ“ฆ Structured Output: Creates {ObjectName}_LODGroup.fbx with parent empty containing all LOD levels
  • ๐Ÿ”ข Proper Naming: LOD objects named as {basename}_LOD00, {basename}_LOD01, etc.
  • ๐ŸŽฎ Game Engine Ready: Compatible with Unity and Unreal Engine LOD systems out-of-the-box
  • โšก Same Pipeline: Each LOD follows the same processing pipeline as regular exports (modifiers, triangulation, etc.)

โšก Geometry Nodes Optimisation

Enhanced support for complex procedural workflows

  • ๐Ÿ” Smart Detection: Automatically detects objects using geometry nodes modifiers
  • ๐Ÿ’พ Preserve Data Layers: Maintains custom attributes and data from geometry nodes during export
  • ๐Ÿ—๏ธ Instance Handling: Improved handling of collection instances often generated by geometry nodes
  • ๐Ÿ“Š Detailed Logging: Clear console messages when geometry nodes are being processed
  • ๐Ÿ”ง Evaluation Pipeline: Uses Blender's evaluation system to properly bake geometry node results

๐ŸŽจ Enhanced Metaball Support

  • โœจ Auto-Smooth: Metaball exports now automatically apply smooth shading with 30ยฐ threshold
  • ๐Ÿงน Cleaner Workflow: Improved cleanup of temporary conversion objects
  • ๐ŸŽฏ Better Integration: Enhanced material preservation during metaball-to-mesh conversion

Performance Optimisations

  • ๐Ÿš€ Memory Efficiency: Enhanced memory management for large geometry node setups
  • โšก Faster Processing: Optimised evaluation pipeline for complex procedural meshes
  • ๐Ÿ”„ Progressive LODs: Maintains efficient progressive LOD building (faster and less memory used)

๐ŸŽฏ Why This Release Matters

v1.4.0 makes EasyMesh more specialised as a game development tool:

  • ๐ŸŽฎ Zero-Configuration Game Engine Export: Choose your target engine and get perfectly formatted file names
  • ๐Ÿ—๏ธ Professional LOD Workflows: Export LOD groups that import seamlessly into Unity/Unreal
  • ๐Ÿ”ง Complex Asset Support: Handle the most sophisticated geometry node setups with confidence
  • โšก Streamlined Pipeline: From Blender concept to game-ready asset in fewer steps

๐Ÿ”ง Usage Examples

Unreal Engine Workflow

  1. Set naming convention to "Unreal Engine"
  2. Enable "Export as Hierarchy" in LOD settings
  3. Select objects like myCharacter.001, weapon.2
  4. Get perfectly formatted: MyCharacter1_LODGroup.fbx, Weapon2_LODGroup.fbx

Geometry Nodes Assets

  • Complex procedural meshes with custom attributes export seamlessly
  • Console shows clear "geometry nodes - applying to mesh" confirmations
  • All data layers and instances properly preserved

Multi-Engine Projects

  • Switch between Godot (snake_case) and Unity (Capitalised_Words) naming
  • Same LOD setup works across different target engines
  • Consistent, professional file organisation

๐Ÿ“‹ Compatibility & Upgrade Notes

  • โœ… Blender 4.2.0+: All features fully supported
  • ๐Ÿ”„ Zero Breaking Changes: Existing workflows continue unchanged

This release represents months of refinement based on community feedback and real-world game development needs. Report issues or share your workflow on GitHub! ๐Ÿ™

Compatibility
Blender 4.2 LTS and newer
Downloads
3424
Size
1.3ย MB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.4.0 1.3ย MB
1.3.1
Compatibility
Blender 4.2 LTS and newer
  • 53.0ย KB
  • 1300
  • August 2nd, 2025

Changelog

๐ŸŽ‰ What's New

glTF Export Enhancement

  • Added Draco Compression toggle for glTF exports
    • Located under the "Compression" section when glTF format is selected
    • Disabled by default (optimal for Godot imports)
    • Enables Draco mesh compression for smaller file sizes when needed
    • Helpful note in tooltip about Godot's runtime compression

Why This Matters

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.

Technical Details

  • New property: mesh_export_use_draco_compression (BoolProperty)
  • UI label simplified to "Draco Compression" for cleaner interface
  • Compression settings apply to both .glb and .gltf export formats

Compatibility

  • Blender 4.2.0 and above
  • No breaking changes from v1.3.0

I'd love to hear about your experience with the new features! Report issues or suggest improvements on GitHub. ๐Ÿ™

Compatibility
Blender 4.2 LTS and newer
Downloads
1300
Size
53.0ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.3.1 53.0ย KB
1.3.0
Compatibility
Blender 4.2 LTS and newer
  • 49.7ย KB
  • 3784
  • June 9th, 2025

Changelog

๐ŸŽ‰ New Features

Export Curves and Metaballs as Meshes!

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.

Curve Export

  • Automatic Conversion: Curve objects (Bezier, NURBS, paths) are seamlessly converted to mesh format during export
  • Modifier Support: All modifiers are properly applied during conversion
  • LOD Generation: Full support for generating LODs from curve objects
  • Material Preservation: Materials assigned to curves are maintained in the exported mesh

Metaball Export

  • Smart Conversion: Metaballs are evaluated and converted to high-quality meshes
  • Material Transfer: Materials from the original metaball are properly transferred to the exported mesh
  • Clean Workflow: Temporary conversion objects are automatically cleaned up after export
  • Full Integration: Works with all existing export formats (FBX, OBJ, GLTF, etc.)

Enhanced UI Feedback

The export button now provides context-aware labelling:

  • "Export Meshes (3)" when selecting only mesh objects
  • "Export Curves (2)" when selecting only curve objects
  • "Export Metaballs (4)" when selecting only metaball objects
  • "Export Objects (5)" when selecting mixed object types

This gives you instant clarity about what will be exported before clicking the button.

Why This Matters

Previously, users had to manually convert curves and metaballs to meshes before exporting, which was time-consuming and disrupted workflows. Now you can:

  • Export architectural curves directly without manual conversion
  • Batch export metaball-based organic models with ease
  • Mix meshes, curves, and metaballs in a single export operation
  • Maintain your non-destructive workflow right up to export

Technical Details

  • Curves and metaballs are converted to mesh data using Blender's evaluation system
  • Original objects remain untouched in your scene
  • Conversion happens in memory for optimal performance
  • Full support for all export settings including LODs, modifiers, and texture resizing

Upgrade Notes

  • No breaking changes - all existing functionality remains unchanged
  • Simply update to v1.3.0 to start exporting curves and metaballs
  • Your existing export presets and workflows will continue to work perfectly

I'd love to hear about your experience with the new features! Report issues or suggest improvements on GitHub. ๐Ÿ™

Compatibility
Blender 4.2 LTS and newer
Downloads
3784
Size
49.7ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.3.0 49.7ย KB
1.2.2
Compatibility
Blender 4.2 LTS and newer
  • 95.7ย KB
  • 1139
  • May 30th, 2025

Changelog

๐Ÿš€ Performance & Stability Update

Major Performance Improvement: Optimised Scaling for Large Meshes

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:

  • FBX, OBJ, STL formats: Scale is now passed directly to the export operators via global_scale parameter, avoiding memory-intensive vertex transformations
  • GLTF, USD formats: Scale is disabled for these formats as they don't support global scaling and would require vertex transformation

Changes:

  1. Memory Optimisation:

    • No longer applies scale transforms to mesh vertices for FBX, OBJ, STL
    • Significantly reduces memory usage for large meshes
    • Faster export times, especially with high scale values
  2. Format-Specific Handling:

    • FBX, OBJ, STL: Full scale support via export operator parameters
    • GLTF, USD: Scale is ignored with warning message to prevent crashes
  3. User Warnings:

    • Clear logging when scale is ignored for GLTF/USD formats
    • Users are advised to apply scale manually before export for these formats

Impact

  • โœ… Prevents crashes when exporting large meshes with scale
  • โœ… Significantly faster export times for scaled meshes
  • โœ… Reduced memory usage during export
  • โš ๏ธ GLTF and USD formats no longer support scale parameter (for stability)

Technical Details

  • Modified setup_export_object() to return scale factor without applying transforms
  • Updated export_object() to pass scale to export operators
  • Added format-specific scale handling logic
  • Improved memory management for large mesh operations

Bug Fix: Negative Axis Values for OBJ/STL/USD Export

Problem: 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:

  • Converts "-X", "-Y", "-Z" to "NEGATIVE_X", "NEGATIVE_Y", "NEGATIVE_Z" respectively
  • FBX format continues to use the original "-Z" format as expected
  • No changes needed for positive axis values

Impact

  • โœ… Fixed export failures when using negative axis orientations with OBJ/STL/USD
  • โœ… Maintains compatibility with all export formats
  • โœ… Seamless conversion happens automatically

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. ๐Ÿ™

Compatibility
Blender 4.2 LTS and newer
Downloads
1139
Size
95.7ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.2.2 95.7ย KB
1.2.1
Compatibility
Blender 4.2 LTS and newer
  • 47.5ย KB
  • 635
  • May 25th, 2025

Changelog

EasyMesh Batch Exporter v1.2.1

๐Ÿ› Bug Fix Release

Fixed: Package Size Issue

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.

Technical Details

  • Added paths_exclude_pattern to blender_manifest.toml
  • Now excludes: releases/, .git/, .github/, pycache/, and other development files
  • Result: Package size reduced by ~80%

No 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. ๐Ÿ™

Compatibility
Blender 4.2 LTS and newer
Downloads
635
Size
47.5ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.2.1 47.5ย KB
1.2.0
Compatibility
Blender 4.2 LTS and newer
  • 266.1ย KB
  • 22
  • May 25th, 2025

Changelog

EasyMesh Batch Exporter v1.2.0

๐ŸŽจ Texture Optimisation & UI Improvements

This release brings powerful texture management features and UI refinements to make your export workflow even smoother.

โœจ New Features

Texture Optimisation

  • Aspect Ratio Preservation: Textures now maintain their original proportions during resizing, preventing distortion
  • Smart Format Detection: Automatically preserves appropriate formats (PNG for alpha, JPEG for RGB, HDR for high dynamic range)
  • Customisable LOD Texture Sizes: Full control over texture dimensions for each LOD level (8K down to 128px)
  • Normal Map Quality Preservation: Option to keep normal maps at one LOD level higher resolution
  • Compression Quality Control: Adjustable quality setting for lossy formats (0-100%)
  • Intelligent Resizing: Prevents upscaling of textures already smaller than target size

Texture Export Preview Panel

  • New collapsible "Texture Export Preview" sub-panel
  • Accurate file size estimations based on actual compression ratios
  • Shows both uncompressed and compressed sizes
  • Format-aware calculations (different for JPEG vs PNG)
  • Dynamic unit display (KB/MB) for better readability

๐Ÿ”ง Improvements

UI/UX Enhancements

  • Export Indicators Toggle: Moved to Recent Exports panel header for cleaner interface
  • Auto-Clear Indicators: Unchecking the toggle immediately clears all viewport indicators
  • Better Terminology: "JPEG Quality" renamed to "Compression" for accuracy
  • Smarter Panel Organisation: Texture preview positioned to minimise UI disruption

Technical Improvements

  • More accurate texture size calculations using realistic compression ratios
  • Memory-efficient texture processing during export
  • Better handling of various texture formats and colour spaces
  • Improved texture file naming with LOD suffixes

๐Ÿ“Š Texture Size Estimation Accuracy

  • Before: Estimates could be off by 10-100x (e.g., 11MB estimated vs 125KB actual)
  • After: Estimates now within 20% of actual file sizes

๐Ÿ› Bug Fixes

  • Fixed texture resizing for non-square textures
  • Corrected alpha channel detection for various image formats
  • Resolved issues with texture path references during export

๐Ÿ“ Notes

  • Texture optimisation features are fully compatible with Unreal Engine's texture streaming system
  • All texture modifications are non-destructive (original files remain unchanged)
  • The addon now provides professional-grade control over texture optimisation

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. ๐Ÿ™

Compatibility
Blender 4.2 LTS and newer
Downloads
22
Size
266.1ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.2.0 266.1ย KB
1.1.0
Compatibility
Blender 4.2 LTS and newer
  • 39.9ย KB
  • 205
  • May 23rd, 2025

Changelog

Overview

Significant performance improvements and new user controls that make working with large, complex meshes a breeze.

What's New

Large Mesh Optimisation

Finally, export those massive 2+ million polygon meshes without crashes! This update introduces intelligent memory management that automatically detects and optimises for large meshes:

  • Automatic detection at 500K and 1M polygon thresholds
  • Progressive memory cleanup every 3 modifiers during processing
  • Smart garbage collection to prevent memory exhaustion
  • Enhanced logging with formatted polygon counts (e.g., "1,250,000 polygons")

Modifier Control System

Take complete control over which modifiers are applied during export with a three-mode system:

  • None - Skip all modifiers for fastest export (perfect for base mesh exports)
  • Visible - Apply only viewport-visible modifiers (default, recommended)
  • Render - Apply render-enabled modifiers (most complete export)

Export Indicators Toggle

New checkbox to enable/disable viewport colour feedback:

  • Cleaner viewport when colour accuracy matters
  • Better performance by disabling timer overhead when not needed
  • Smart behaviour - Recent Exports panel automatically hides when disabled

๐Ÿ’ก Performance Tips

For best results with large meshes:

  • Use "None" modifier mode for meshes over 1M polygons
  • Close other applications to maximise available memory
  • Monitor console output for "Memory optimisation" messages
  • Export in smaller batches when working with multiple large objects

๐Ÿ”ง Technical Improvements

  • Immediate geometry clearing for faster memory release
  • Enhanced error handling throughout the export pipeline
  • Pre-export optimisation for large mesh operations
  • Improved UI layout with new control sections

๐Ÿ“Š Compatibility

  • Blender: 4.2.0 and above
  • Backwards compatible: Existing projects work without changes
  • All export formats: FBX, OBJ, glTF, USD, STL

๐Ÿ™ Acknowledgements

Special thanks to the people who reported issues with large mesh exports and provided valuable feedback on modifier handling workflows.

๐Ÿ’ฌ Feedback

I'd love to hear about your experience with the new features! Report issues or suggest improvements on GitHub.

Compatibility
Blender 4.2 LTS and newer
Downloads
205
Size
39.9ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.1.0 39.9ย KB
1.0.4
Compatibility
Blender 4.2 LTS and newer
  • 36.8ย KB
  • 3965
  • April 25th, 2025

Changelog

Overview

v1.0.4 brings several improvements to the export functionality and user interface, with a focus on enhanced GLTF support and interface refinements.

What's New

Enhanced Export Options

  • Added GLTF-specific properties for more control over your exports:
    • Choose between binary (.glb) or JSON (.gltf) format types
    • Option to export materials or use placeholders

Export Improvements

  • Fixed unit handling: Prevented scaling and unit settings from applying when exporting to GLTF or USD formats
  • Streamlined transformation workflow: Created a unified apply_transforms function to handle location, rotation, and scale transformations

Bug Fixes

  • Resolved AttributeError that occurred when clicking the selection button in the Recent Exports panel

Interface Enhancements

  • Improved zero location option: Added appropriate title to the zero location transform option
  • Updated unit display: Now using lowercase letters for units (m and cm) throughout the interface
  • Simplified triangulation options: Merged triangulate checkbox and method selection into a single line for a cleaner interface

Developer Notes

Thank you for using EasyMesh! Your feedback and suggestions are always welcome. As always, please report any issues on the GitHub repository.

Compatibility
Blender 4.2 LTS and newer
Downloads
3965
Size
36.8ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.0.4 36.8ย KB
1.0.3
Compatibility
Blender 4.2 LTS and newer
  • 36.1ย KB
  • 197
  • April 19th, 2025

Changelog

Bug Fixes

  • Export Scaling Improvements: Fixed issues with object scale handling during export. The exporter now correctly applies scale transformations before export.
  • Improved Object Duplication: Now using duplicate_move_linked with proper mesh data handling to ensure cleaner exports without affecting original objects.
  • Mesh Data Management: Objects now have their mesh data made "single user" during the export process, preventing unintended modifications to linked meshes.

New Features

Units Control

  • Added support for selecting export units (metres or centimetres)
  • This makes integration with game engines easier, especially for those using centimetre-based workflows

Enhanced FBX Export Options

  • Added smoothing controls for FBX exports with three options:
    • Face: Standard face smoothing
    • Edge: Edge-based smoothing for better control
    • Off: Export only normals without smoothing data

Symmetry-Aware LOD Generation

  • Added symmetry options for LOD generation to maintain model balance
  • Choose symmetry axis (X, Y or Z) to preserve model structure during decimation
  • Creates lower-poly models that maintain visual quality along the symmetry plane
  • Particularly useful for character models, vehicles, and architectural elements

Developer Notes

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.

Compatibility
Blender 4.2 LTS and newer
Downloads
197
Size
36.1ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.0.3 36.1ย KB
1.0.2
Compatibility
Blender 4.2 LTS and newer
  • 33.8ย KB
  • 280
  • April 12th, 2025

Changelog

Bug Fixes

  • Property Registration Fix: Resolved critical issue with registration of properties that was causing the add-on to completely break after introducing MeshExporterSettings(PropertyGroup) class
  • Add-on Stability: Restored full functionality to all features that were impacted by the property registration bug

Impact

This 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:

  • Export meshes without errors
  • Access all settings through the UI panel
  • Use all features including LOD generation and export indicators

Sorry for the inconvenience! If you encounter any issues with this release, please report them on our GitHub issue tracker.

Compatibility
Blender 4.2 LTS and newer
Downloads
280
Size
33.8ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.0.2 33.8ย KB
1.0.1
Compatibility
Blender 4.2 LTS and newer
  • 32.8ย KB
  • 38
  • April 10th, 2025

Changelog

Bug Fixes

  • Export Indicators Expiration: Fixed the colour-coding system for exported objects
    • Exported objects now reliably marked as green for 1 minute
    • Then yellow for 4 minutes
    • Finally return to their original colour and are removed from the recent exports list

Performance Improvements

  • Enhanced performance by:
    • Replacing bpy.ops with context.scene.objects
    • Reducing mode switching operations

Maintenance

  • Cleaned up the Blender manifest file
Compatibility
Blender 4.2 LTS and newer
Downloads
38
Size
32.8ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Approved
v1.0.1 32.8ย KB
1.0.0
Compatibility
Blender 4.2 LTS and newer
  • 32.8ย KB
  • 24
  • April 8th, 2025

Changelog

First release

Compatibility
Blender 4.2 LTS and newer
Supported Platforms
  • macOS Apple Silicon
  • Windows
  • Linux
Downloads
24
Size
32.8ย KB
Permissions
This version requests the following:
  • Files Export mesh files to the specified directory
License
GNU General Public License v3.0 or later
Status
Awaiting Review
v1.0.0 32.8ย KB
14 versions
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