Export Checker

Tachyon Studio in Asset Management


DOCUMENTATION

Export Checker

Export Checker — Documentation

Blender 3.3–5.2 · Version 1.3.0

An offline validator for game-ready assets. It scans geometry, transforms,

materials, modifiers, naming, collections, UVs and asset budgets against a

profile you choose, explains every finding in the terms of that profile, and

offers conservative fixes where a fix can be made safely. Nothing is sent

anywhere and nothing runs without you pressing something.

---

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. The

release matrix passed on Blender 4.3.2 and 4.5.2 LTS.

  • Windows x64 is the verified platform for v1. There are no

platform-specific binaries and no external Python dependencies, but macOS and

Linux are unverified for this release.

  • Network: none. The add-on is entirely offline: no connection, no

telemetry, no account.

  • No other add-on is required. Core Utilities and FastExport are independent

and may be enabled at the same time. Ultimate Utilities already contains this

one — enable that or this, never both.

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

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

menu ▸ *Install from Disk…* → pick

export_checker-x.x.x-blender4.2-5.2.zip, then enable Export Checker.

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

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

folder, then tick it in the list.

Open a 3D View, press N, and choose the Export Checker tab. First-run

onboarding preselects the Generic Game Asset profile; you can change it then

or later, and reopen the setup guide at any time from the panel.

Getting started
  • Select what you want checked, or leave the scope on the whole scene.
  • Pick the profile the asset has to satisfy.
  • Press Run Profile Check.
  • Read the findings, grouped by category. Click a row to select, unhide and

frame its object; use Select Geometry to enter Edit Mode with the exact

vertices, edges or faces at fault already selected.

  • Fix what can be fixed automatically, decide what to accept, and re-run.
Profiles

Four built-in profiles ship: Generic Game Asset, Unreal, Unity and

Current Studio Rules. Duplicate any of them for an editable copy, override

individual rules, and enable or disable a whole category at once.

Profiles export to portable JSON and import back, so a team can share one

definition of "correct" rather than each person remembering a different one.

Project snapshots are stored with the .blend, so a file carries the rules it

was checked against.

Built-in profiles are starting points, not certification for any engine,

marketplace, studio or exporter. Duplicate one and make it match your own

pipeline.

Scan scope

Five scopes: Entire Scene, Selected Meshes, Active Collection,

Visible Objects, and the profile's own default. *Selected Meshes* checks only

the mesh objects you chose and skips scene-wide rules, which is the difference

between validating one asset and validating the file it happens to live in.

Scanning shows incremental progress and can be cancelled. A cancelled or

incomplete scan keeps the results it did produce rather than discarding them.

Findings and fixes

Findings are grouped into collapsible category folders, in a fixed-height

ten-row list that scrolls through any number of them. Rows can be checked

individually, or checked, unchecked and inverted as a set.

Select Checked selects and frames only the objects referenced by checked

rows. Select Geometry acts only on checked geometry findings. Stale targets

and objects outside the current view layer are skipped safely rather than

throwing.

Every automatic fix is graded:

  • SAFE — applied directly.
  • CONFIRM — applied only after one explicit summary confirmation.
  • MANUAL — described, never applied. Some things are a modelling decision.

Fix All Issues applies eligible SAFE fixes plus eligible CONFIRM fixes after

that single confirmation. MANUAL and ignored findings remain. The whole operation

is one Blender Undo step, and a fresh complete scan is required afterwards —

results from before a fix are not quietly reused. Fix Selected does the same

for only the rows you checked.

Living with a finding

Not every finding is a mistake. A per-issue Ignore folder — collapsed by

default — holds the current reason, *Clear Ignore*, and the actions that promote

an exception from this scan to the project or to an editable profile.

Exclusions are exact and case-sensitive. A collection excluded by name takes

every descendant collection with it, which is how blockouts, reference geometry

and lighting rigs stop reporting problems they were never going to have. Project

exclusions live with the .blend; portable ones live in editable profiles.

Nothing disappears without a record of why.

Texel density

Texel-density range editing is atomic, against one shared texture resolution.

Results are invalidated when the profile changes, so a number you are reading is

always a number for the rules currently in force.

Reports

A collapsed Reports & Summary folder keeps them together:

  • JSON validation report — stable between runs, so two can be diffed.
  • Text validation report — the same result, readable.
  • Clipboard summary — a short paste for a ticket or a message.
  • JSON Asset Report — counts, budgets, findings and export readiness for

every mesh asset in the file, written for whoever signs the asset off.

Diagnostics

Checks that could not finish are kept apart from checks that failed, with the

reason they stopped. A rule that errored is never reported to you as a pass —

that distinction is the whole point of having the folder.

Privacy

Entirely offline. The add-on reads your .blend data and writes only the report

files you ask for. No network requests, no analytics, no identifiers.

Troubleshooting

The panel is missing after install. Check the add-on is enabled, then look

for the Export Checker tab in the 3D View sidebar (N). If Ultimate

Utilities is also enabled, disable one of them — they share identifiers.

Findings reappear after fixing them. A fix requires a fresh complete scan

before the list is accurate. Re-run the check.

A row does nothing when clicked. Its object is stale or outside the current

view layer — for instance in an excluded collection. Those targets are skipped

rather than raising.

Everything is reported for objects I do not care about. Narrow the scope, or

exclude the collection by exact name. Exclusions are case-sensitive and take

descendants with them.

A texel-density result looks wrong after changing profile. It was

invalidated; run the check again.

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
Asset validation 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

Scan and Profile

Scan and Profile

Issues and Fixes

Issues and Fixes

Issues and Fixes

Issues and Fixes

Ignore and Exclusions

Ignore and Exclusions

Reports and Summary

Reports and Summary

Diagnostics

Diagnostics

Diagnostics

Diagnostics

Back to documentation · Discord support

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

    $7.99
  • For a team of up to 6 people (6 seats). Commercial use included.

    $31.96
  • For a studio of up to 20 people (20 seats). Commercial use included. Need more than 20 seats? Contact us directly.

    $79.90
$7.99

Have questions about this product?
Login to message

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