Artists repeat the same setup on every asset
Automate naming, transforms, hierarchy, modifiers, materials, collections or export preparation.
Blender / Tools
Turn repeated modeling, cleanup, export, validation and content-preparation steps into focused Blender utilities that fit the existing production pipeline.
Problems we solve
The best Blender tool is usually not a giant framework. It is the smallest reliable utility that removes a recurring production cost.
Automate naming, transforms, hierarchy, modifiers, materials, collections or export preparation.
Standardize export data, object state and validation before content leaves Blender.
Process many assets consistently instead of repeating the same operation file by file.
Wrap geometry or data operations in a practical UI instead of leaving them as one-off node experiments.
What we deliver
The scope can be a one-click script, a custom operator, a reusable add-on or a broader export/validation workflow.
Focused operators and batch utilities for repetitive scene and asset operations.
Panels, preferences, operators and project-specific tooling packaged for repeated team use.
FBX or project-specific preparation, metadata, naming and validation around Unreal or Unity pipelines.
Geometry Nodes support, rule-based content processing and controlled procedural workflows.
Technology context
Tooling can combine Blender Python, scene data, Geometry Nodes and engine-facing conventions without forcing the team into a separate application.
Operators, panels, data access, batch processing and project-specific scene automation.
Procedural generation and transformation workflows where node systems are the right production layer.
Export preparation, metadata and content conventions designed around the receiving realtime project.
Checks and repeatable operations for larger asset sets before integration.
How the work runs
Identify the repeated actions, inputs, exceptions and expected output.
Separate deterministic operations from cases that still need artist judgement.
Implement the operator, panel or batch workflow around the real production task.
Test the output against the downstream engine or content pipeline instead of stopping at the Blender scene.
Relevant work
SpriteOrbit is a Trueway Product: a real Blender extension with a defined user problem, documented workflow and explicit pre-release status.
Directional sprite baking, metadata, render passes and selective rebake are implemented as a maintained Blender product rather than a hypothetical tooling example.
View SpriteOrbitAuthority / parent capability
The owned product, the technical guide and custom client tooling each keep a distinct role.
The broader client-service capability for custom tools, validation, exporters and workflow automation.
Parent capabilityA technical guide covering transforms, pivots, data contracts, reimport and validation.
Read technical guideExact product workflow and current format/compatibility boundaries.
Open documentationRelated services
Broader production tooling across Unreal Engine, Unity, Blender and cross-tool workflows.
Tools & AutomationRealtime content and environments when the problem is the interactive result rather than the tooling workflow.
Realtime 3DEditor-side tooling after content reaches Unreal Engine.
Unreal Engine ToolsA practical checklist for transforms, pivots, import, reimport and validation across the DCC-to-engine handoff.
Read pipeline guideFAQ
Yes. A narrow utility is often the best solution when one repeated action is the actual bottleneck.
Yes. Reusable tools can be packaged with a panel, preferences and clear project-specific controls when that improves team adoption.
Yes. Blender-side preparation, export metadata and validation can be designed around the Unreal project conventions that receive the content.
Start a project
Send the current manual steps, example input and the output the downstream pipeline expects.
A short screen recording or step-by-step description is enough to identify whether a focused script or add-on is worthwhile.
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