Tag your library.
Any pack. Any engine. One tidy, named, searchable home — inside Blender.
Five minutes, five packs, one library
Tagger turns a pile of mismatched asset packs into one clean library in a single pass. The panel is workflow-first: you pick one job and follow numbered steps.
- Install the add-on and open the sidebar (N) in the 3D Viewport → the Tagger tab.
- Choose Organise, set your Source to a pack — or a folder of packs.
- Run 01 Detect → 02 Normalise → 03 Sort. Each has a Dry-Run before Apply.
- Build the 04 Overview Grid to see everything you own, labelled in 3D.
- Read the library_manifest.json + thumbnail contact sheet Tagger wrote.
Install in under a minute
| Requirement | Detail |
|---|---|
| Blender | 4.2 or newer |
| OS | Windows, macOS, Linux |
| Formats | FBX · OBJ · GLB/GLTF · USD |
| Internet | Not required — Tagger runs fully offline |
- Download Tagger (the
.zip). - In Blender: Edit ▸ Preferences ▸ Add-ons ▸ Install… → pick the zip.
- Tick Tagger to enable it.
- Open the 3D Viewport sidebar with N → the Tagger tab.
Optional local AI (below) is a separate one-time setup — Tagger works fully without it.
Know what you're working with
Point Source at a single pack folder, or a parent folder holding many packs (each sub-folder becomes a category / pack). Click Detect pack(s).
Tagger recognises the vendor — Synty, KitBash3D, Kenney, Quixel and more — and surfaces the known quirks of that pack for a game engine (wrong scale, flattened materials, modular clutter). A badge shows what it found and the pack licence where known.
Fix scale, units & origins
Normalise makes every asset behave the same:
- Ground — drops each asset to the floor (Z = 0).
- Centre — centres it on its footprint so origins are predictable.
- Auto-fix units recommended — packs authored in centimetres import 100× too big; Tagger detects and corrects them to metres.
Example
# a barrel authored in centimetres before: 90.0 m tall (imported 100× too big) after: 0.9 m tall (auto-corrected to metres)
Optional: turn on AI identify (see below) to also record a semantic category per asset while thumbnails are rendered.
Pull one category from every pack
This is the hero feature. Tell Tagger “pull all the Buildings” and it gathers whole buildings from every pack at once into one clean repository:
MyLibrary/
Buildings/
kenney/ house_a.fbx, shop_b.fbx …
synty/ tower_01.fbx …
Vehicles/
kenney/ sedan.fbx …
- Category picker — tick only what you want (Buildings, Vehicles, Props…).
- Skip modular parts — drops stray walls, doors and beams so you keep whole assets.
- Provenance — each asset records the pack & vendor it came from.
See everything you own — labelled
Lay your organised library out as a tidy grid inside Blender, each category under a big 3D text heading (ENVIRONMENT · VEHICLE · PROP · CHARACTER…). No OSM, no worldbuilding, no CityMaker required — just instant clarity on a whole collection.
| Option | What it does |
|---|---|
| Group by | Category · Shape · AI tag |
| Per row | How many assets across before wrapping |
| Max / category | Cap per group for a representative catalogue (0 = show every asset) |
| Ground / boundary | Puts a dark slab with a glowing rim under each category — a clear boundary |
🎨 Look templates
Pick a Look before building and the overview sets up ground + lighting + material in one go:
| Look | What you get |
|---|---|
| Flat (honest) | Plain solid-shaded catalogue — real materials, no ground or lights (default) |
| Studio Grey | Clay-grey turntable on a soft, evenly-lit grey stage — clean product look |
| Lit Catalogue | Real materials, a dark slab + warm gold glowing rim per category, warm key light |
| Night City | Dark stage with warm street-lamp glow scattered along the rows |
💡 Light it up (re-dress)
Already built the grid? Click Light it up to re-dress it with the selected Look — it clears the old ground/lights and applies the new one, so you can flip Studio → Night → Catalogue live without rebuilding. Switch the viewport to Material Preview or Rendered to see the lit looks.
Local AI tagging coming in the AI update
Tagger is built to identify assets by their thumbnail — entirely on your machine, no cloud, no account, no ComfyUI — as a smarter layer over the geometry + folder tagging.
This build tags by geometry and folder rules (works fully, no setup needed). 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. AI tags will always be a draft you confirm, never applied blindly.
Manifest & thumbnails
Everything Tagger learns is written to one file plus a contact sheet — your whole library, catalogued.
{
"forge_tag": "Environment:UrbanModular",
"footprint": [4.2, 3.8], // real metres
"height": 6.1,
"structural_class": "volumetric",
"vision_category": "building" // AI draft, if enabled
}
The manifest is a stable contract — it's exactly what downstream tools read.
One click → Unreal or Unity
Pick Unreal, Unity or Both, choose a folder, and Tagger writes a manifest plus a ready-to-run importer. Your assets land in content folders by category, at correct scale, with collision — no manual dragging or re-scaling.
| Engine | Run this |
|---|---|
| Unreal | UnrealEditor-Cmd "YourProject.uproject" -ExecutePythonScript="…/import_to_unreal.py" (or Tools ▸ Execute Python Script…) → imports into /Game/TaggerLibrary/<Category>/ |
| Unity | Drop TaggerLibraryImport.cs in Assets/Editor/ → Tools ▸ Tagger ▸ Import Library… → imports into Assets/TaggerLibrary/<Category>/ |
Two modes: fast references your organised files in place; Bake clean FBX re-exports each asset through Blender (modifiers applied, scale/orientation baked) for a fully self-contained drop.
Use your library in CityMaker sold separately
Tagger is step 0 of the Speaking Pictures city pipeline. Once your library has a manifest, CityMaker (sold separately) reads it directly and furnishes a generated city from your assets, at correct real-world scale.
TAGGER scan ▸ normalise ▸ tag ▸ sort ▸ library_manifest.json │ CITYMAKER ◄─ reads it ─ generate layout ▸ POPULATE from your library ▸ roads · rails
- Bundled: CityMaker shows a “Step 0 · Tag your library” card that turns green once it finds a valid manifest.
- Standalone: tag in Tagger, open CityMaker, point it at the same library folder. You never organise your library twice.
Troubleshooting
| Symptom | Fix |
|---|---|
| No Tagger tab | Enable the add-on in Preferences ▸ Add-ons, then press N in the 3D Viewport. |
| “No assets found” | Point Source at a folder that actually contains FBX/OBJ/GLB/USD (or a parent of such folders). |
| Assets import huge | Turn on Auto-fix units in step 02 — the pack was authored in centimetres. |
| AI toggle greyed out | The optional local AI isn't installed — it arrives (with a guided setup) in the AI update. Tagger tags by geometry + rules without it. |
| Sort pulled parts | Enable Skip modular parts under step 03 → More. |