Tagger — Tag & Tidy Your Whole Asset Library

Sýdharth Dhandà in Asset Management


Tagger — tag & tidy your asset library

Tagger turns a pile of mismatched asset packs into one clean, named, engine-ready library — inside Blender, in one pass. Point it at a folder of packs; it detects the vendor, fixes scale/orientation/origin/units, tags every asset, sorts them into tidy category folders, lays them out as a labelled overview grid, and writes a manifest + thumbnail contact sheet.

  • Version: 1.0.12 (build file: tagger_v1.0.12.zip)

  • Blender: 4.2 or newer

  • Licence: GPL-3.0-or-later (see LICENSE)

  • Maintainer: Sýdharth Dhandà · Speaking Pictures Entertainment

  • Runs 100% local — no cloud, no account, no subscription. Optional AI runs on your machine.


Install

  1. Download tagger_v1.0.12.zip.

  2. Blender → Edit ▸ Preferences ▸ Add-ons ▸ Install… → pick the zip.

  3. Tick Tagger to enable it.

  4. Open the sidebar in the 3D Viewport (press N) → Tagger tab.

That's it. Tagger works fully with no extra downloads. The optional local AI is a separate, one-time step — see Optional AI below.


What it does (the workflow)

Tagger's panel is workflow-first: pick one job, follow the numbered steps.

Organise a library — the core job:

Step What happens
01 · Detect Point at one pack or a folder of many. Tagger recognises the vendor (Synty, KitBash, Kenney, Quixel…) and what's wrong with that pack for a game.
02 · Normalise Grounds each asset to the floor, centres it, and auto-fixes units (packs authored in centimetres import 100× too big — Tagger corrects to metres).
03 · Sort / Consolidate The hero. Say "pull all the Buildings" — from every pack at once — into one clean folder. "Skip modular parts" drops walls/doors/beams. Non-destructive (copies; originals untouched).
04 · Overview grid Lays your whole library out as a tidy grid, each category under a big 3D heading — no OSM, no CityMaker needed. See everything you own at a glance.
05 · Export to engine One click sends your tidy library to Unreal or Unity — a manifest + a ready importer script, organised into content folders by category.
Manifest Everything Tagger learned is written to library_manifest.json — the tag, real-world footprint/height, structural class, AI category — plus a thumbnail contact sheet.

Non-destructive and dry-run-first throughout: every "Apply" is preceded by a "Dry-Run" that shows exactly what will happen before anything is written.


Export to Unreal / Unity (one click)

Step 05 · Export to engine turns your tidy library into an engine-ready drop. Pick Unreal, Unity, or Both, choose an output folder, and Tagger writes:

  • tagger_library.json — the manifest (every asset + its category, tag and real-world size),

  • import_to_unreal.py — a UE Python importer, and/or TaggerLibraryImport.cs — a Unity Editor importer.

Then run the importer in your engine and every asset lands in content folders by category, at the right scale, with collision:

  • Unreal: UnrealEditor-Cmd "YourProject.uproject" -ExecutePythonScript="…/import_to_unreal.py" (or Tools ▸ Execute Python Script…). Imports into /Game/TaggerLibrary// — nothing else is touched.

  • Unity: put TaggerLibraryImport.cs under Assets/Editor/, then Tools ▸ Tagger ▸ Import Library… and pick the manifest. Imports into Assets/TaggerLibrary//.

Fast mode references your organised files in place; tick Bake clean FBX to re-export each asset through Blender (modifiers applied, scale/orientation baked) for a fully self-contained drop.


Local AI — advanced, arriving in the AI update

Tagger is built to use a local AI (on your own machine, nothing uploaded, no ComfyUI) to identify assets by their thumbnails — a smarter layer on top of the geometry + rules tagging.

This build tags by geometry and folder rules (works fully, no setup). The local-AI layer a guided one-command install, plus tighter integration so AI tags win over folder guesses — lands in the upcoming AI update. Every AI tag will always be a draft you confirm, never applied blindly.


Then: build a city with it (CityMaker) - Sold Separately

Tagger is step 0 of the Speaking Pictures city pipeline. Once your library has a library_manifest.json, CityMaker (sold separately, and bundled with Tagger) reads it directly to furnish a generated city from your assets:

TAGGER   scan ▸ normalise ▸ tag ▸ sort ▸  library_manifest.json
                                              │
CITYMAKER   ◄── reads the manifest ── generate layout ▸ POPULATE from your library ▸ roads · rails · surfaces
  • Bundled: CityMaker shows a "Step 0 · Tag your library" card that turns green once it finds a valid manifest — then Populate pulls buildings, props and vehicles straight from your tagged library, at correct real-world scale.

  • Standalone: the manifest is the whole handshake. Tag in Tagger, then open CityMaker and point it at the same library folder.

You never have to organise your library twice — Tagger does it once, everything downstream reads the result.


Support & links

© Speaking Pictures Entertainment. Tagger is licensed under the GNU GPL v3 or later.

  • For Indie / Solo Developers

    $9.99
  • Studio Variation - Upto 10 Employees

    $19.99
$9.99

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Details
Blender Extension Compatible Yes
Dev Fund Contributor
Published 2 months ago
Blender Version 4.2 - 5.1
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL