Nebulalink I/O – Smart Import/Export Pipeline For Blender
NebulaLink I/O — Documentation
Unified Import/Export Hub for Blender
Version: 1.0.0
Publisher: Anvil Interactive Solutions
License: MIT
Supported Formats: OBJ, FBX, glTF/GLB
Supported Blender Versions: 3.0+ (optimized for 4.x & 5.x)
1. Overview
NebulaLink I/O is a high-performance, artist-friendly import/export system built to replace Blender’s fragmented file pipeline with a single smart, preset-driven workflow.
It automatically:
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Detects the correct file handler (OBJ/FBX/glTF).
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Applies post-import cleanup (normals, bone roll, material normalization).
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Performs pre-export validation (scale, transforms, UV checks).
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Fixes common issues that break Unity, Unreal, and WebGL pipelines.
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Writes JSON diagnostic reports for asset history & debugging.
NebulaLink I/O is designed for solo artists, technical directors, and full studios seeking a clean, predictable pipeline.
2. Key Features
Unified Import/Export
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One operator per workflow: Import (Auto) and Export (Auto)
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Automatically determines proper settings based on file extension
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Better errors, better diagnostics, better consistency
Smart Presets
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General (default)
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Unreal Character (unit scale 0.01, bone roll fixes, material normalization)
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Unity Static Mesh
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WebGL Low Poly
Each preset controls:
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Unit scale expectations
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Auto scale apply
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Normal recalculation
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Material safety rewiring
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Bone roll cleanup
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Format-specific FBX/glTF options
Advanced Import Controls
Selective object filtering during import:
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Meshes
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Armatures
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Cameras
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Lights
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Empties
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Other object types (curves, volumes, etc.)
Lets you strip out unwanted junk from game engine exports, DCC tools, or CAD files.
Advanced Export Pipeline
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Preflight warnings for:
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Non-uniform scale
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Non-identity rotation
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Missing UVs
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Automatic fixes based on preset
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Material normalization (Principled → Output pipeline rebuild)
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Two-stage logging (Blender + JSON report)
Fixers System
NebulaLink includes several fix modules that run automatically:
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Unit Scale Fixer
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Apply Scale Fixer
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Normals Fixer
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Mesh Sanity Fixer
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Material Normalize Fixer
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Bone Roll Fixer
This ensures data is always consistent before hitting the game engine.
Blender UI Integration
Appears in:
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View3D → Sidebar → NebulaLink I/O
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File → Import → NebulaLink I/O (Auto)
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File → Export → NebulaLink I/O (Auto)
Diagnostics System
Every import/export:
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Stores messages in the NebulaLink panel
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Generates a JSON report beside the target file (optional)
3. Installation Guide
Install via ZIP
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Download the addon ZIP from Superhive.
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In Blender, go to:
Edit → Preferences → Add-ons → Install -
Select the ZIP.
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Enable NebulaLink I/O in the addon list.
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Optional:
Open the add-on preferences to configure default preset, logs, and export paths.
There is no need to unzip the file — Blender handles that automatically.
4. Add-On Preferences
Find under:
Edit → Preferences → Add-ons → NebulaLink I/O
Settings:
| Setting | Description |
|---|---|
| Default Preset | Used for Import/Export when no manual override exists. |
| Write JSON Reports | Saves diagnostic logs as JSON files next to imports/exports. |
| Enable Preflight Warnings | Warns user about UVs, transforms, bad scale, etc. |
| Log Level | Verbose / Warnings Only / Errors Only |
| Remember Last Export Path | Saves previous export directory. |
| Default Export Path | Fallback directory for exports. |
| Show First Run Hint | Toggle welcome pop-ups. |
5. Importing With NebulaLink
Access via:
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File → Import → NebulaLink I/O (Auto)
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N-Panel → NebulaLink I/O → Import (Auto)
Import Options
Before running the operator, you can toggle which object types to keep:
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Meshes
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Armatures
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Cameras
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Lights
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Empties
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Other object types
This is extremely useful for:
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Cleaning up disorganized source files
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Removing cameras/lights from Maya/Max exports
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Extracting only meshes for Unity/Unreal
Import Steps
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Click Import (Auto)
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Choose file (OBJ, FBX, glTF/GLB)
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NebulaLink imports, prunes filtered objects, and auto-fixes:
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normals
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bone rolls (if enabled)
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materials
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Diagnostics appear in the sidebar
6. Exporting With NebulaLink
Access via:
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File → Export → NebulaLink I/O (Auto)
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N-Panel → NebulaLink I/O → Export (Auto)
Export Behavior
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Exports selected objects
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Applies preflight checks
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Applies preset-based fixes
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Writes JSON reports if enabled
Supports:
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OBJ
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FBX
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glTF / GLB
Format-specific additions (per preset)
Example (FBX):
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Apply unit scale
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Bake animation (Unreal preset)
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Remove leaf bones
Example (glTF):
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Toggle texture embedding
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Toggle normals export
7. JSON Report System
For every import/export, NebulaLink can generate a .json report containing:
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Operation type (import/export)
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Target file
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NebulaLink version
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Preset name
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Blender version
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Timestamp
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Message log (INFO/WARNING/ERROR)
Useful for:
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Production tracking
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Automated build pipelines
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Large team handoff documentation
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Asset troubleshooting
8. Seat Licensing Overview
NebulaLink I/O uses pricing variants to define seat counts.
Each purchase tier corresponds to a maximum number of allowable users.
Seat Tiers
| License Type | Seats | Intended Use |
|---|---|---|
| Standard License | 1 user | Individual creators / freelancers |
| Studio License (2–5 Users) | Up to 5 users | Small studios, startups |
| Studio License (6–14 Users) | Up to 14 users | Mid-sized art/tech teams |
| Studio License (15–50 Users) | Up to 50 users | Large studios, enterprise teams |
Seat License Rules
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A seat equals a single person using the addon.
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All users under a studio license must belong to the same company or studio.
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Granted seats allow installation on multiple machines per user (home + work OK).
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Redistribution outside your studio or team is not permitted.
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If your team grows beyond your seat tier, upgrade pricing applies.
License Enforcement
Superhive does not enforce seats automatically; compliance is contractual.
Seat details are included:
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On the product page
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Within the variant description
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Inside the included
LICENSE_SEATS.txt
I can generate this file for you if you’d like.
9. Troubleshooting
❓ Import says “No handler for file extension”
File extension not supported (e.g., .blend, .dae, .usd).
NebulaLink currently supports:
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OBJ
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FBX
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glTF / GLB
❓ “Failed to recalc normals” warnings
Some meshes (especially from CAD or InstaLOD pipelines) have:
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No normal data
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Non-manifold geometry
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Corrupt topology
NebulaLink will skip these safely.
❓ “Non-uniform scale” warnings
Indicates the mesh has different X/Y/Z scale.
This can break:
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Unreal skinning
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Unity physics
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glTF exporters
Fix: Apply transforms (Ctrl+A → Scale).
❓ Bone roll fixes not applying
Bone roll auto-fix runs after import, not pre-export.
Only activates if preset enables auto_fix_bone_roll.
❓ Addon fails to load (registration errors)
Caused by old Blender cache or partial installs.
Fix:
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Disable addon
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Remove NebulaLink ZIP from
scripts/addons -
Restart Blender
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Reinstall clean version
10. Frequently Asked Questions
Q: Does NebulaLink support animation export?
Yes — all Blender animation data supported by FBX/glTF is preserved.
Q: Can I export multiple objects as multiple files?
Feature is planned for v1.2 (Batch Export).
Q: Does it support Rigify rigs?
Yes — the Unreal Character preset is optimized for game-ready skeletons.
Q: Does it modify my materials?
Only if preset enables material normalization.
It never deletes nodes.
Q: Can I use NebulaLink in Blender 5.x?
Yes — fully compatible.
Q: Can studios automate the workflow?
Yes — all operators are scriptable:
11. Support & Contact
For bug reports, feature requests, and studio inquiries:
Publisher: Anvil Interactive Solutions
Support Email: [email protected]
Superhive Contact: Use the “Contact Creator” button on the product page
Enterprise users (50+ seats) may request custom builds or pipeline integration support.
12. Changelog
1.0.0 – Public Release
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Full import/export pipeline
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Preset system
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Fixer registry
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Import filtering
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JSON diagnostics
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Menu integration
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Full UX panel
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Studio seat licensing