Ultimate Utilities

Tachyon Studio in Asset Management


DOCUMENTATION

Ultimate Utilities

Ultimate Utilities — Documentation

Blender 3.3–5.2 · Windows, macOS, Linux · Version 2.3.2

One sidebar tab covering the middle of a game-art pipeline: get the asset tidy,

check it against the rules it has to meet, and write the files. Twelve tool

groups in the order you actually work in, and each closed group reports what it

would act on, so a glance down the column tells you what is ready and what is

waiting on a selection. It includes everything in Core Utilities, Export Checker

and FastExport — those three are also sold separately, and this is the one

add-on that carries all of them.

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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. Nothing here shells out to another application

or depends on a platform-specific path.

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

sends no telemetry, and needs no account.

  • No other add-on is required. If you already own Core Utilities, Export

Checker or FastExport, this contains them — read *Running alongside the

separate editions* under Troubleshooting before enabling both.

  • Exporting uses Blender's own exporters, so a format is available exactly when

your Blender build has it.

  • License: GNU GPL v3 or later.
Installation

Extension: Edit ▸ Preferences ▸ Get Extensions ▸ menu in the upper right ▸

*Install from Disk…* → pick utilities_toolkit-x.x.x-blender4.2-5.2.zip from a

folder outside any existing Blender extension directory, then enable it if

Blender does not do so itself.

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

*Install…* → pick utilities_toolkit-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 **Ultimate

Utilities** tab. Export Checker also registers its own tab, for when you want the

issue list on its own.

Updating

Install the new version over the old one and restart Blender. Preferences,

favourites, custom profiles and saved presets are keyed by name and survive the

update; settings from older releases are migrated in place. Moving between

machines, use *Export Settings* to write a portable JSON and *Import Settings* on

the other side, rather than copying Blender's configuration folder.

Getting started
  • Select the objects you want to work on.
  • Open the Ultimate Utilities tab in the sidebar (N). Click a group

title to open it, Shift-click to keep several open at once, Ctrl-click to pin

one.

  • Work down the column — *Rename and Organize*, *Batch Triangulate*, *Material

Tools*, *UV Automation*, *Parenting Tools* — opening only the group you need.

  • Run Export Checker against the profile the asset has to satisfy.
  • Open FastExport, press Preview Manifest to see exactly what will be

written and where, then Export.

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

ordered tool menu, Alt+U for the pie menu. Both are configurable.

Nothing in step 3 is mandatory or ordered. The panel is arranged in pipeline

order because that is the order most assets need, not because the tools depend on

each other.

The twelve groups
  • Favorites — the tools you actually reach for, pinned above everything else.

Categorised, and saved as part of a profile.

  • Workflows — user-defined macros. Several steps run from one press, with a

preview of what the macro will do before it does it.

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

applies them, and clears the loose empties left behind. Scoped to decals only,

meshes only, or everything, across the scene or the selection. It will also

re-enable modifiers hidden in the viewport or render.

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

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

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

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

overall density, for selected meshes or for every mesh under each selected

asset root. The texel-density checker lives here too.

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

rename in bulk, merge .001 duplicates back to the base material, drop slots

no face uses, delete materials from the file, and select the objects using a

given material.

  • Parenting Tools — parent to a new empty, an existing empty, an empty at the

3D cursor, or one empty each; group by proximity radius; rename to the

SM_Name_### convention; clean orphan empties.

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

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

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

conversion across objects, materials and collections in one operation.

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

a transfer source, or into _BackupMeshes as a hidden safe copy.

  • Export Checker — validation against a profile, with fixes graded by risk.
  • FastExport — batch export with a manifest you read before anything is

written.

Export Checker

Profiles. Generic Game Asset, Unreal, Unity and Current Studio Rules ship built in. 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".

Scope. Entire Scene, Selected Meshes, Active Collection, Visible Objects,

or the profile's own default. *Selected Meshes* checks only the meshes you chose

and skips scene-wide rules.

Findings. Results group by category. Any row will select its object; *Select

Geometry* enters Edit Mode with the exact vertices, edges or faces responsible

already selected. Rows can be checked individually, or checked, unchecked and

inverted as a set.

Fixes, graded. Every automatic fix is marked Safe or Confirm. *Fix

All Issues* applies the safe tier straight through and asks once before the

confirm tier. *Fix Selected* does the same for only the rows you checked. No

single press quietly rewrites geometry.

Living with a finding. A finding you have accepted can be ignored until the

next scan, or the object's exact name added to project or profile exclusions. A

collection can be excluded by exact name along with every collection beneath it —

blockouts, reference geometry and lighting rigs stop reporting problems they were

never going to have. Nothing disappears without a record of why.

Reports. Save the result as JSON or readable text, or copy a compact summary

to the clipboard. The JSON is stable between runs, so two reports can be diffed.

*Asset Report* is the wider one: counts, budgets, findings and export readiness

for every mesh asset in the file.

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.

FastExport

Preflight and manifest. Before anything is written, the panel resolves the

targets, the destination files, what already exists and what is being omitted.

*Preview Manifest* lists every artifact with its exact path and the action chosen

for each collision; *Copy Manifest* puts the complete, unclipped list on the

clipboard.

Scopes. Object, Selection, Active Collection, Scene Collections and Whole

Scene. In Object scope each selected root is an asset, and a selected Empty owns

its eligible hierarchy. Selection and transforms are restored afterwards, whether

the run succeeded, failed or was cancelled.

Formats. FBX, GLB, OBJ, USD, STL, PLY, ABC and DAE, each keeping its own

settings. Switching format does not silently reuse the options you set for the

previous one.

Collisions. Existing files are asked about or skipped, by your choice, with a

late recheck immediately before each write — a file that appeared while you were

reading the plan is still caught.

Naming templates. Files are named from tokens, and the template is validated

before the run rather than failing on the fortieth write.

Presets. Save workflow and format settings as a reusable preset; import and

export them as portable JSON. Presets deliberately carry no output path, so a

shared preset cannot write into a folder that is not yours.

Cancelling. *Cancel* stops before the next file. Blender's exporter call for

the file already in progress cannot be interrupted, and the panel says so rather

than implying the stop was instant.

Customization

The layout is yours: reorder groups, hide the ones you never open, pin what you

use, and set per-tool defaults. Save the whole arrangement — layout, favourites,

defaults — as a custom profile, or apply one of the built-in ones.

Keymaps. Assign shortcuts in the preferences, then use *Scan Shortcut

Conflicts* to find 3D View keymap items already using the same combination,

including those belonging to other add-ons.

Portability. *Export Settings* writes everything as JSON; *Import Settings*

validates before applying. *Reset* clears one area or restores factory settings.

Portable Core Utilities profiles can be imported directly.

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 the 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

Running alongside the separate editions. Ultimate Utilities contains Core

Utilities, Export Checker and FastExport, and the editions share operator and RNA

identifiers, so they cannot be registered at once. From 2.3.2 each records which

edition owns the registration and hands over cleanly rather than leaving Blender

half-registered; you are told which edition to disable. If a panel still looks

doubled, restart Blender once with only one enabled.

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

objects specifically, 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. From 2.3.1 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 being recomputed on every update.

An export wrote fewer files than expected. Read the manifest: scope, template

collisions and the skip rule all change the file count, and the manifest shows

the resolved list before the run starts.

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
Core Utilities, Export Checker and FastExport in one add-on, for Blender 4.3 and later.
More by Tachyon Studio Join the Discord

Illustrated feature reference

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

ONE PANEL, IN PIPELINE ORDER

ONE PANEL, IN PIPELINE ORDER

Favorites

Favorites

Workflows

Workflows

Modifier Scan

Modifier Scan

Transform Checker

Transform Checker

UV Automation

UV Automation

Material Tools

Material Tools

Parenting Tools

Parenting Tools

Batch Triangulate

Batch Triangulate

Rename and Organize

Rename and Organize

Transfers and Backups

Transfers and Backups

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

Quick Export

Quick Export

Formats

Formats

Preflight and Manifest

Preflight and Manifest

Presets and Templates

Presets and Templates

Results

Results

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Details
Blender Extension Compatible Yes
Published 16 days ago
Blender Version 3.3 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL