# Blender \<-\> MarmosetToolbag 3 - Baker bridge

**URL:** <https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102>\
**Category:** Released Add-ons and Extensions\
**Tags:** commercial\
**Created:** [September 24, 2019, 1:40pm UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102 "2019-09-24T13:40:26Z")\
**Posts on this page:** 20\
**Page:** 3

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**Author:** ![RobMastriano](https://blenderartists.org/letter_avatar_proxy/v4/letter/r/e19adc/32.png) [@RobMastriano](https://blenderartists.org/u/RobMastriano)\
**Post date:** [February 29, 2020, 12:36am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/42 "2020-02-29T00:36:56Z")

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Does this support DecalMachin3? Trying to find a way to export decal normal data from Mesh Machine into marmoset so you dont have to manually combine maps for game dev workflow. @MACHIN3

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**Author:** ![mrgesy](https://blenderartists.org/user_avatar/blenderartists.org/mrgesy/32/43098_2.png) [@mrgesy](https://blenderartists.org/u/mrgesy)\
**Post date:** [February 29, 2020, 9:31am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/43 "2020-02-29T09:31:54Z")

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I’ve been following this add-on but I don’t understand what workflow improvements it brings? Maybe there’s something I’m missing. Can’t you just export your properly named HPs and LPs and let marmoset toolbag auto-generate your baking groups for you? Without fiddling and creating hundreds of collections in Blender?

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**Author:** ![TitusLVR](https://blenderartists.org/user_avatar/blenderartists.org/tituslvr/32/1036068_2.png) [@TitusLVR](https://blenderartists.org/u/TitusLVR)\
**Post date:** [February 29, 2020, 4:30pm UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/44 "2020-02-29T16:30:44Z")

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For decalMachine as I know Machin3 going to implement atlas Baker. For mesh machine bake as usual mesh.

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**Author:** ![RobMastriano](https://blenderartists.org/letter_avatar_proxy/v4/letter/r/e19adc/32.png) [@RobMastriano](https://blenderartists.org/u/RobMastriano)\
**Post date:** [March 1, 2020, 1:45am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/45 "2020-03-01T01:45:09Z")

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Right I got the plug-ins crossed there… I meant exporting the normal data from decal machine. Having a bunch of decals (same as modeling a bunch of floater geo) is a huge time saver but ultimately not if you are adding in the time of baking decals after you have baked the low. Then manually combining the maps in photoshop. All while telling your boss “just imagine all that geo there” during reviews and gating

 ![image](https://blenderartists.org/uploads/default/original/4X/2/5/b/25b4b8295e213474a80144a9a54a175b746b6e29.jpeg)

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**Author:** ![RobMastriano](https://blenderartists.org/letter_avatar_proxy/v4/letter/r/e19adc/32.png) [@RobMastriano](https://blenderartists.org/u/RobMastriano)\
**Post date:** [March 1, 2020, 1:51am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/46 "2020-03-01T01:51:09Z")

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Because the industry standard is still Maya. And once you export to maya your fbx smoothing, edge, and normal data gets ALL jacked up by Maya. Sooo… instead of a Blender\>Maya\>Marmoset workflow… its just Blender\>Marmoset. I just spent a whole month at work trouble shooting this process looking like an idiot that didnt know how to bake when Maya was the issue. Just be sure to add a triangulate modifier in blender when exporting your low fbx and you will get a 90% clean bake first go from Blender straight to Marmoset

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**Author:** ![mrgesy](https://blenderartists.org/user_avatar/blenderartists.org/mrgesy/32/43098_2.png) [@mrgesy](https://blenderartists.org/u/mrgesy)\
**Post date:** [March 1, 2020, 10:12am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/47 "2020-03-01T10:12:12Z")

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I don’t understand the issue here. I bake all the time by sending both high and lows straight from Blender to Marmoset. Of course I triangulate potentially problematic areas. I then texture the asset and import it into Maya with zero issues, except that the normals are locked and prevents further edits, which isn’t an issue where I work.

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**Author:** ![FeralMan](https://blenderartists.org/user_avatar/blenderartists.org/feralman/32/515373_2.png) [@FeralMan](https://blenderartists.org/u/FeralMan)\
**Post date:** [April 11, 2020, 10:32am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/48 "2020-04-11T10:32:26Z")

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The “export” button does not work. My version of the blender are 2.82

![Error_baker](https://blenderartists.org/uploads/default/original/4X/a/5/7/a57e01a1c497ae51e15fd455956639932874b79e.gif)

and here are the error message

 ![image](https://blenderartists.org/uploads/default/original/4X/e/5/7/e571bd38913e9a2596ef498cb524e07fea3be2d3.png)

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**Author:** ![FeralMan](https://blenderartists.org/user_avatar/blenderartists.org/feralman/32/515373_2.png) [@FeralMan](https://blenderartists.org/u/FeralMan)\
**Post date:** [April 11, 2020, 10:56am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/49 "2020-04-11T10:56:56Z")

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I think it’s much better to have HighPoly and LowPoly collections. And under them have children collections with proper names. In that way, you can redo some parts of your model and have control over the hierarchy.

I made a little script by my self because I can’t work with your addon (errors don’t let me). With the export option in my script, it also does auto rename. The script got names of collection and give it to children’s objects. I don’t mind if you borrow this pipeline ;).

![B2MT](https://blenderartists.org/uploads/default/original/4X/c/4/0/c40e41daa8e1a72be4f646e51b7e4d92fca1a219.gif)

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**Author:** ![Furash](https://blenderartists.org/user_avatar/blenderartists.org/furash/32/568119_2.png) [@Furash](https://blenderartists.org/u/Furash)\
**Post date:** [April 14, 2020, 9:14am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/50 "2020-04-14T09:14:04Z")

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Your export path should be //Test\_Bake\ if you want to use relative.

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**Author:** ![Dheim](https://blenderartists.org/letter_avatar_proxy/v4/letter/d/9fc348/32.png) [@Dheim](https://blenderartists.org/u/Dheim)\
**Post date:** [April 29, 2020, 8:53am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/51 "2020-04-29T08:53:38Z")

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Doing a follow-up to see if any progress has been made on fixing the issues that remained with this add-on now that it’s been 3 months. I really want to be able to use this. ☹

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**Author:** ![Dheim](https://blenderartists.org/letter_avatar_proxy/v4/letter/d/9fc348/32.png) [@Dheim](https://blenderartists.org/u/Dheim)\
**Post date:** [May 12, 2020, 5:10am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/52 "2020-05-12T05:10:00Z")

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Any chance you’re sharing or selling this script? I’m pretty bummed that this script seems to have been abandoned but I could really use it in my pipeline.

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**Author:** ![anon16398817](https://blenderartists.org/letter_avatar_proxy/v4/letter/a/9e8a1a/32.png) [@anon16398817](https://blenderartists.org/u/anon16398817)\
**Post date:** [November 25, 2020, 4:51pm UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/54 "2020-11-25T16:51:53Z")

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I wanted to buy the studio version but would like to test it beforehand.  
do you have trial version?

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**Author:** ![harleyg](https://blenderartists.org/user_avatar/blenderartists.org/harleyg/32/589752_2.png) [@harleyg](https://blenderartists.org/u/harleyg)\
**Post date:** [January 28, 2021, 10:28am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/55 "2021-01-28T10:28:01Z")

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Hi there, is this addon still supported?

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**Author:** ![TitusLVR](https://blenderartists.org/user_avatar/blenderartists.org/tituslvr/32/1036068_2.png) [@TitusLVR](https://blenderartists.org/u/TitusLVR)\
**Post date:** [January 29, 2021, 9:01am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/56 "2021-01-29T09:01:07Z")

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Yep, depends on free time.

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**Author:** ![ruby\_en](https://blenderartists.org/user_avatar/blenderartists.org/ruby_en/32/776249_2.png) [@ruby\_en](https://blenderartists.org/u/ruby_en)\
**Post date:** [October 18, 2021, 9:57pm UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/57 "2021-10-18T21:57:38Z")

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works with toolbag 4?

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**Author:** ![TitusLVR](https://blenderartists.org/user_avatar/blenderartists.org/tituslvr/32/1036068_2.png) [@TitusLVR](https://blenderartists.org/u/TitusLVR)\
**Post date:** [October 19, 2021, 8:42am UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/58 "2021-10-19T08:42:26Z")

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Hello, yes it works with TB4

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**Author:** ![bmobius](https://blenderartists.org/user_avatar/blenderartists.org/bmobius/32/886156_2.png) [@bmobius](https://blenderartists.org/u/bmobius)\
**Post date:** [January 19, 2022, 1:15pm UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/59 "2022-01-19T13:15:57Z")

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I’m having a heck of a time trying to get BTB to properly set up my meshes in Toolbag 4. It just doesn’t seem to want to set up my meshes into their proper high/low baking groups when I send to Toolbag from Blender. I’m currently using Blender 3.0.

Here’s some pics of my settings.

 ![Settings_01](https://blenderartists.org/uploads/default/original/4X/7/3/d/73de46bb6afd9491dadd3c0ee4e6bc526c34a4d6.jpeg)

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**Author:** ![bmobius](https://blenderartists.org/user_avatar/blenderartists.org/bmobius/32/886156_2.png) [@bmobius](https://blenderartists.org/u/bmobius)\
**Post date:** [January 19, 2022, 1:17pm UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/60 "2022-01-19T13:17:15Z")

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![Settings_03](https://blenderartists.org/uploads/default/original/4X/f/f/d/ffd1a62ac7c0296f23e82ad057f17f1bc98c7865.jpeg)

Am I doing something wrong?

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**Author:** ![TitusLVR](https://blenderartists.org/user_avatar/blenderartists.org/tituslvr/32/1036068_2.png) [@TitusLVR](https://blenderartists.org/u/TitusLVR)\
**Post date:** [January 19, 2022, 5:40pm UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/61 "2022-01-19T17:40:49Z")

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Hello, could you open and check what marmoset console has. And same for blender.

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**Author:** ![bmobius](https://blenderartists.org/user_avatar/blenderartists.org/bmobius/32/886156_2.png) [@bmobius](https://blenderartists.org/u/bmobius)\
**Post date:** [January 19, 2022, 6:35pm UTC](https://blenderartists.org/t/blender-marmosettoolbag-3-baker-bridge/1182102/62 "2022-01-19T18:35:01Z")

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Sure thing. Here’s the Blender Console:

 ![BlenderConsole_01](https://blenderartists.org/uploads/default/original/4X/3/c/3/3c390159342c1e6e77bf7e597cff6afb55fb806f.jpeg)

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