Core Utilities

Tachyon Studio in Asset Management


DOCUMENTATION

Core Utilities

Core Utilities — Documentation

Blender 3.3–5.2 · Windows, macOS, Linux · Version 1.5.0

The everyday half of asset preparation, in one configurable sidebar tab: UV,

material, hierarchy, transform, cleanup, naming, backup and triangulation tools

that you would otherwise run by hand on every asset. The layout is yours to

reorder, the tools you use most can be pinned, and a sequence you repeat can be

saved as a workflow and run from one press.

Core Utilities deliberately does not include FastExport or Export Checker.

If you want validation and batch export in the same add-on, that is Ultimate

Utilities, which contains all three.

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Requirements - please read before buying
  • Blender 3.3 - 5.2. Two builds ship: an extension for Blender 4.2 and

newer, and a classic add-on for 3.3 - 4.1. Both are the same code.

  • Windows, macOS and Linux. No platform-specific binaries and no external

Python dependencies.

  • Network: none. Every tool runs locally. The add-on opens no connection,

sends no telemetry and needs no account.

  • Do not enable it alongside Ultimate Utilities. They share operator and

panel identifiers. Both may be installed; only one should be enabled.

  • License: GPL-3.0-or-later.
Installation

Extension (Blender 4.2+): Edit ▸ Preferences ▸ Get Extensions ▸ top-right

menu ▸ *Install from Disk…* → pick

utilities_toolkit_core-x.x.x-blender4.2-5.2.zip, kept intact and stored

outside any existing Blender extension directory. Open *Add-ons*, search for

Core Utilities, and enable it if Blender has not.

Classic add-on (Blender 3.3 - 4.1): Edit ▸ Preferences ▸ Add-ons ▸

*Install…* → pick utilities_toolkit_core-x.x.x-blender3.3-4.1.zip from the

legacy folder, then tick it in the list.

The panel is in the 3D Viewport sidebar (press N) under the **Core

Utilities** tab.

Updating

Save your work, install the newer package the same way, restart Blender, and

confirm the version in the add-on preferences.

Migrations are handled for you. From 1.3.x, the old fixed favourite slots and

visible-group choices move into the new collections automatically. From 1.4.1,

references to the retired standalone glTF action are removed from layouts,

favourites, shortcuts, workflows and pie slots — removed rather than silently

redirected to a different exporter, because a shortcut that quietly changes what

it exports is worse than one that disappears. 1.4.3 keeps settings schema 2 and

needs no migration.

Export a JSON settings backup before a major update if you want a portable

restore point.

Getting started
  • Select the objects you want to process.
  • Open the Core Utilities tab in the sidebar (N). Click a group title to

open it, Shift-click to keep several open, Ctrl-click to pin one.

  • Run a tool directly, or pick a workflow profile in the add-on preferences to

start from a layout suited to the kind of work you are doing.

  • Read the preview or confirmation summary before committing anything that

touches the whole scene.

Two menus reach the same tools without the sidebar: Ctrl+Shift+U for the

ordered dropdown, Alt+U for the pie menu. Individual actions and workflows

can take their own shortcuts.

The tools
  • Rename and Organize — prefix, suffix, find and replace, numbering and case

conversion across objects, materials and collections in one operation. Renaming

to the SM_Name_### export convention is one press, as is deriving children's

names from their top parent.

  • Batch Triangulate — one Triangulate policy applied as a pinned modifier at

the bottom of every selected mesh's stack, so it always evaluates last. Method,

minimum vertices and normal handling are set once for the whole selection.

  • Material Tools — add materials across a selection, swap one for another

across the selection or the scene, rename in bulk, merge .001 duplicates back

to the base material, remove slots no face uses, delete materials from the file

outright, and select every object that uses a given material.

  • Transform Checker — every object outside your tolerances for location,

rotation and scale, with the value that failed. Built on demand rather than

recomputed on every depsgraph update, so a large scene stays responsive.

  • UV Automation — sets texel density per island, packs the UVs, and

normalises overall density; for the selected meshes, or for every mesh under

each selected asset root. The texel-density checker lives in the same group.

The UV Map dropdown picks the map it works on: any UV map every selected mesh shares, such as a mask or bake map. Tick Pack into 0-1 Space to keep every island inside the tile, ready to bake in Substance Painter or Blender; islands keep equal texel density, and Run per Asset gives each asset its own tile. Your other UV maps are left exactly as they were.

  • Preview UVs — the eye button next to the UV Map dropdown, and in the UV Editor header, draws the chosen UV map of every selected mesh, and every mesh under a selected parent, in the UV Editor. It works in Object Mode too.

Anything outside the 0-1 square turns red, with a count in the corner. Right-click the eye to assign a shortcut. Switching the preview on or off is not an undo step.

  • Parenting Tools — parent the selection to a new empty at the active

object's origin, to an existing empty, to an empty at the 3D cursor, or give

each mesh its own; group nearby meshes under empties by a proximity radius you

set; move objects into their parent's collection; select all parent empties or

only the roots; and delete empties that have no children, no parent and nothing

referencing them.

  • Modifier Scan — find objects with unapplied mirror and array modifiers,

apply them, and clear the loose empties left behind, scoped to decals only,

meshes only or everything. It will also re-enable modifiers that were hidden in

the viewport or render.

  • Transfers and Backups — duplicate the active mesh into _DataTransfers to

act as a data-transfer source, or into a hidden _BackupMeshes collection as a

safe copy before something irreversible.

  • Favorites — the tools you actually reach for, categorised and pinned above

everything else.

  • Workflows — user-defined macros. Several steps from one press, previewed

before they run.

Customization

Workflow profiles. A focused starting point that changes layout and tool

defaults without changing the tools themselves:

  • Modeling — modelling, transform, triangulation, rename and backup work.
  • UV — UV automation and the asset-preparation tools around it.
  • Materials — batch material tools at the front.
  • Cleanup — validation, cleanup and organisation.
  • Delivery — final checks, triangulation, backups and organised handoff.
  • Custom — save the current layout, favourites and tool defaults as a

reusable profile.

Custom shortcuts and workflow macros stay global, so switching profile never

silently replaces a key binding or a piece of automation.

Layout. Move groups up or down, hide the ones you never open, and choose

which open by default. The same order is used by the dropdown and pie menus.

Shortcuts. Assign your own, then run *Scan Shortcut Conflicts* to find 3D

View keymap items already using the same combination — including ones belonging

to other add-ons.

Portability. *Export Settings* writes layout, favourites, shortcuts,

workflows and defaults as JSON; *Import Settings* validates the file before

applying it. *Reset* clears one area or restores factory settings.

Scene defaults. Persistent transform and parenting defaults can be copied

into the current scene, so a new file starts where the last one left off.

Privacy

The add-on reads and writes only your .blend data and files you explicitly ask

it to write. It makes no network requests, collects no analytics and stores no

identifiers. *Export Diagnostics* writes a redacted report for support, with file

paths stripped; nothing is transmitted, and you attach it yourself if you choose

to.

Troubleshooting

Panels look doubled, or an operator is missing. Core Utilities and Ultimate

Utilities share identifiers and cannot be registered at the same time. Disable

one, restart Blender once, and enable the other.

A tool says the selection is empty when it is not. Some tools act only on

mesh objects, and some act only on what is in the current view layer — an object

in an excluded collection is not in the view layer.

UV Automation skipped some objects. They were outside the view layer, hidden,

or in an excluded collection. Those are named in the report rather than skipped

in silence, and the run continues with the objects it can process.

The transform or texel-density overlay looks stale. Both are built on demand.

Press *Refresh* in the group — results expire when the state they were measured

in changes, rather than recomputing on every update.

A shortcut stopped working after an update. If it pointed at the retired

standalone glTF action, 1.4.1 removed it rather than pointing it somewhere else.

Assign a new one in the *Shortcuts* preferences tab.

Support

Questions, bug reports and feature requests: https://discord.gg/SuSqbZMDk5

The rest of the line: https://superhivemarket.com/creators/tachyonstudio

*Built by Tachyon Studio.*

Tachyon Studio
Everyday scene utilities for Blender 3.3 through 5.2. Also included in Ultimate Utilities.
More by Tachyon Studio Join the Discord

Illustrated feature reference

Existing interface and workflow demonstrations, collected here alongside the written instructions.

THE SIDEBAR

THE SIDEBAR

Favorites

Favorites

Workflows

Workflows

Modifier Scan

Modifier Scan

Transform Checker

Transform Checker

UV Automation

UV Automation

UV Automation: Preview UVs

UV Automation: Preview UVs

UV Automation: any UV map, packed into 0-1

UV Automation: any UV map, packed into 0-1

Material Tools

Material Tools

Parenting Tools

Parenting Tools

Batch Triangulate

Batch Triangulate

Rename and Organize

Rename and Organize

Transfers and Backups

Transfers and Backups

Back to documentation · Discord support

  • For 1 person (1 seat). Commercial use included.

    $11.99
  • For a team of up to 6 people (6 seats). Commercial use included.

    $47.96
  • For a studio of up to 20 people (20 seats). Commercial use included. Need more than 20 seats? Contact us directly.

    $119.90
$11.99

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Details
Blender Extension Compatible Yes
Published about 2 months ago
Blender Version 3.3 - 5.2
Extension Type Add-on
Render Engine Used Cycles
License GPL