FBX Bundle


(renderhjs) #1


I just released my second Blender addon called ‘FBX Bundle’. It splits selected objects into bundles and allow to export each as its own FBX file. That’s the core functionality, everything else is just to support that workflow.

Download & Documentation
FBX Bundle on bitbucket


  • Batch Export selected objects as FBX bundles
  • Batch Import 3D files from a folder (fbx, obj, 3ds)
  • Templates for Unity, Unreal and Blender
  • Preview bundles as you select objects
  • Bundle objects by name, group, material or scene
  • Fix Unity rotation, scale and material issues
  • Draw fences around bundles of objects
  • Align pivots to common ground


Drawing Fences
Draws grease pencil lines around your selected object bundles.

  • The border uses the padding from the settings
  • The pole represents the bundle origin when exporting FBX files
  • A thin grid is drawn to seperate objects within a bundle


Ground Pivot
Sets the pivot points of selected objects to the ground of the bounding box of the bundle.


Working with Unity

The addon comes with an Unity Editor script which automatically resets the -90 degree rotations and assigns existing materials automatically if the name assigned in blender matches any material name in your Unity project. This script is completely optional and not mandatory at all.


The Unity Editor script can automatically assign existing materials if the material names between Blender and the Unity project match.


This is an addon that I always wanted for 3dsMax or Blender, a painless stupid simple way to export and update existing FBX files in a project. I have been using variants of this script in the past at work on commercial projects and it saves so much time, all you do is select your objects and press ‘Export’.

(Jaydead) #2

This looks like a very handy tool. I’m working with Unreal, but this should work pretty well despite that.

One request that I’d be happy to see is the option to disable exporting of materials, as I texture objects with Substance and it makes each material another textureset. I’d prefer to separate materials by baking an ID map with TexTools. :wink:

(wuren) #3

This looks very handy ! Is it possible to support U4 ? I am using both unity an U4 !
Cheer !

(renderhjs) #4

I have just updated this addon to version 1.1.0

Download & Documentation


  • Unreal engine target (same as Blender target for now)
  • support for curves, text and meshes
  • new ground pivot tool
  • fixed error from previous release
  • improved documentation

New Ground Pivot tool
Sets the pivot points of selected objects to the ground of the bounding box of the bundle.


(wuren) #5

Thanks for your update !
Is it possible to add " Unit Setup Tool " ?
It can setup collect unit for before export to unity or u4 !


(wuren) #6

Hi renderhjs
I need some help !
I can not add mulitiply fences ! It looks like the fences will dispear after i select another object hit “Draw fences”
Maybe i miss somthing to make it work?
It is pleasure if you can give us some tutorials!


(StripStrix) #7

Hi , which is the best way to export ? bundle by group ? for optimization , nice.

(renderhjs) #8

Depends on your preference, I assume that a lot of people prefer parenting their objects into a container to define the groups.

(renderhjs) #9

Version 1.2.0 is out!!

Documentation & Source

Download 1.2.0

Pull Requests
For this version I received 3 pull requests by members from this forum and outside. They are:

  • Set pivot at parent location by Idlero. Great feature thanks again!
  • bake space transform by tanitta. Very nice documentation of the changes - I actually made it the default behavior for Unity as it removes the need for the Unity Editor script to nullify the rotations on the unity side of the containers.
  • Fixed scale problem in UNREAL by Shuhei Toyoda. This fixes the scale for Unreal engine export.


  • New pivot mode: parent pivot
  • Batch import improvements: Catch except for unsupported FBX files (e.g. ASCII FBX assets)
  • Improved Unreal & Unity export settings (scale, units, smoothing groups)
  • Fixed scale for Unreal export
  • Install / uninstall errors fixed
  • New mesh fix tool: Clean up smoothing, uv & topology issues on selected objects
  • Animation detection (keyframes, armature,…) which will avoid collapsing objects to not break animations for export
  • Updated Unity Editor script: No more need to modify object rotations on the Unity side. * Optional script now only matches materials in Unity by material name in Blender.

Upcoming feature: Modifiers
This is something I am working on currently and that I would like to have ready for the next version

Its a non destructive modifier system for the FBX bundles with modular modifiers that can easily be extended in python. Each time you export these modifiers can intercept the about to be exported objects and alter them.

Some of the modifiers that I am looking into:

  • Merge: Merge all objects of the bundle, merge by material etc.
  • Copy modifiers: Have a reference object where all its blender modifiers are copied and applied for the bundle’s objects. This can be useful for some custom mesh compressions.
  • LOD: options for generating LOD objects and bundling within the bundle or as separate files. Both Unity and Unreal have different conventions but the idea would be to automate this with settings for each LOD group.
  • Collider: Generate collider meshes for objects inside the bundle or for the bundle
  • Rename: rename objects of the bundle before exporting. This could be useful to inject custom variables or simplify names for the exported files.

Again still working on this and there are still technical hurdles to solve - but I think that these modifiers will be a great way to boost asset creation.

(ebi) #10

@renderhjs You are doing an amazing work with your addons, love TexTools, love FBX Bundle.

(renderhjs) #11

@renderhjs You are doing an amazing work with your addons, love TexTools, love FBX Bundle.

Thanks, good to hear that you are enjoying the addons.

Been working on a new tool “Pack bundles” as I needed this for work recently

It does a binary packing on the selected bundles (not just per object but per bundle). This GIF shows a batch import on assets and then a packing to arrange them in the scene. I am using the ‘by parent’ sorting mode as none of them have a parent to isolate them by object.