Made for production

Small tools for the repetitive steps

I make these tools for my own work with game characters and 3D assets for sites like Sketchfab, Gumroad, and Superhive. They automate small tasks I often repeat. All of them are extensions for Blender 5.0 or newer, and most have their panel in the N-panel. Here are just a few of the ones I use regularly.

  • Blender 5.0+
  • Extensions
  • N-panel

Modelling

Clean, arrange, bevel

Tidy geometry, orderly scenes and bevels you can control per part.

TM Select Doubles

Find overlapping vertices as clusters, see them as dots in the viewport, and merge only the ones you choose.

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TM Grid Distribute

Lay the selected objects out in a neat grid from the active object, and put them on the same height. Handy for kitbash sets and comparing variants.

TM Bevel Radius Manager

Shader bevels without extra geometry. Give each group of objects its own bevel radius, so large and small parts of a model get bevels that fit their size.

Rigging & animation

Lighter rigs, clean actions

Get a character rig and its animations ready for a game engine or the web.

TM Bone Manager

Delete and rename bones while weights and animations stay in sync. Trim a heavy rig down to what the engine needs, and save the mapping for the next character.

TM Action Tools

Remove subframe keys and empty actions. Bake driven shape keys to actions, and pair them with the body animation so glTF exports them as one.

Materials & textures

Tidy materials, tidy files

Fewer leftovers, correct colour spaces and texture files with names that make sense.

TM Material Tools

Make materials unique, remove unused materials, slots and loose nodes, set emission strength in bulk, and find objects with missing materials.

TM TextureSet Renamer

Rename and export whole texture sets with your own naming convention. The map type is read from the shader, and the old paths can be restored.

TM Texture Paths

Collect the textures of the selected objects into one folder, relink them after files have moved, and rename files on disk to match the image node names.

TM Texture Cleanup

Merge duplicate images, remove loose image nodes and unused images, and drop images that aren't in the asset's texture folder.

TM Auto Colorspace

Set sRGB or Non-Color on every image texture, based on what it is connected to in the shader, with keywords in the file name as a fallback.

Export & delivery

Clean files out the door

The last steps before an asset goes to a client or a shop.

TM Export as .blend

Save the selection to a new, clean .blend, with or without animation. It keeps your scene settings and opens without library warnings.

TM Copy to Clipboard

Copy dimensions, polycount, materials, textures, draw calls and animation names as text, ready to paste into a product page.

TM File Cleanup

Remove empty shape keys, colour attributes not in use and custom properties, and rename the render UV map without breaking the normal maps.

Viewport & workspace

A calmer Blender

See what you need, hide what you don't, and take the model apart.

TM Exploder

Pull a model apart into its pieces to inspect it, or animate it for a video. A cube sets the centre and the spread, and the mesh itself is never changed.

TM Wire Toggle

Toggle wireframe per object, with your own wire colour. It hides automatically in Rendered mode and comes back when you switch back.

TM Workspace Add-on Groups

Choose which add-ons show up in each workspace. Group them by source, location or N-panel tab, toggle whole groups, and search by name.

Interested?

Ask about a tool

Want to know more about one of these, or need something similar for your own pipeline? Send me a message.