Tagger — Tag & Tidy Your Whole 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
Download tagger_v1.0.12.zip.
Blender → Edit ▸ Preferences ▸ Add-ons ▸ Install… → pick the zip.
Tick Tagger to enable it.
Open the sidebar in the 3D Viewport (press N) → Tagger tab.
Download tagger_v1.0.12.zip.
Blender → Edit ▸ Preferences ▸ Add-ons ▸ Install… → pick the zip.
Tick Tagger to enable it.
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/orTaggerLibraryImport.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.csunderAssets/Editor/, then Tools ▸ Tagger ▸ Import Library… and pick the manifest. Imports intoAssets/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
Documentation manual: attached with files
Product documentation page: https://speaking.pictures/tagger.html
Studio: Speaking Pictures Entertainment
Documentation manual: attached with files
Product documentation page: https://speaking.pictures/tagger.html
Studio: Speaking Pictures Entertainment
Discover more products like this
organise manage asset-organization organiser 3D asset management 3D Mesh Management asset organizer structure