Creates a new material named exactly as the mesh and assign
SET UP TO EXPORT:
Adjust the pivot to the bottom
Reset Position.
Apply All Transforms.
Apply Modifiers
COPY MODIFIERS:
Copy modifiers from one mesh to another.
Works on multiple meshes.
Remember to select the origin mesh last.
REMOVE MODIFIERS:
Remove all modifiers.
Works on multiple meshes.
APPLY MODIFIERS:
Apply modifiers debug mode.
Works with Shape Keys.
BATCH EXPORT:
Export multiple meshes at the same time.
Each mesh is exported in your own fbx and name.
You can choose destination folder.
Toggle: Apply all transforms before exporting optional.
Toggle: Reset Position on export: the exported mesh receive reset in position, it means the mesh will be on X = 0, Y = 0, Z = 0 (it will not change the location of the objects in the blender file).
TRANSFER WEIGHTS:
Select the origin first, destination last.
Mapping: Nearest Face Interpolated.
Ray Radius: 1.
Source Layer: By Name.
ADD ARMATURE:
Add the armature modifier and select the armature called "Armature" in your blender file.
Make sure your armature is named properly.
SUFIX HP/LP:
Define pairs based on pivot location.
Determines the High Poly (hp) and Low Poly (lp) of each pair.
Name based on the high poly mesh. It means you need to be sure the high poly mesh has the proper name.