Object Assets¶
Asset Forge creates generated copies of your objects, marks those copies as Blender assets, and writes their catalog entries automatically. Select what you want to assetize, choose optional transform baking and catalog organization, and run it in one click.
Scope¶
Choose what to mark as assets:
- Selected Objects — Only the currently selected objects in the viewport.
- Selected Collection — All objects in the active collection.
- All — Every object in the current
.blendfile.
Catalog Writing¶
Asset catalogs are written automatically based on the collection structure in your file. Each collection becomes a catalog path, and objects are placed in the deepest matching collection path available.
If an object is not inside a resolvable scene collection path, Asset Forge falls back to an Uncategorized catalog.
Important
The .blend file must be saved before creating object assets. Blender's asset catalog system requires a saved file to write catalog data.
Apply Transforms to Asset Copies¶
Use these controls to bake selected transform components into the generated object and assembly copies while leaving the source objects unchanged:
- None — Preserve location, rotation, and scale on the generated copies.
- Location — Bake world-space location into each compatible copy.
- Rotation — Bake world-space rotation into each compatible copy.
- Scale — Bake world-space scale into each compatible copy.
You can enable any combination of Location, Rotation, and Scale. If a datablock cannot accept a transform bake, Asset Forge preserves its transform and reports the skipped bake.
Hierarchy Controls¶
When your scene has parent-child object relationships, you can control how root objects, immediate child export roots, and assemblies are organized in the asset catalog:
Parents¶
Controls where parent objects (objects that have children) are placed:
- Disabled — Do not create separate assets for parent objects.
- Same Catalog — Place parent assets in the same catalog as their collection.
- Subcatalog — Place parent assets in a
Parentssubcatalog under their collection catalog. - Top-Level — Place parent assets in a top-level
Parentscatalog path.
Children¶
Controls where immediate child export roots are placed:
- Disabled — Do not create separate child export results.
- Same Catalog — Place child export results in the same catalog as the parent/root object.
- Subcatalog — Place child export results in a
Childrensubcatalog under the parent catalog. - Top-Level — Place child export results in a top-level
Childrencatalog path.
When Children is enabled, Asset Forge promotes the immediate children of each in-scope root object to child export roots. If one of those child roots has its own descendants, Asset Forge exports it as an assembly collection instead of creating separate deeper child assets for every nested descendant.
Assembly¶
Controls whether and where assembly collection assets are created:
- Disabled — Do not create assembly collection assets.
- Same Catalog — Place assembly assets in the same catalog as the root object.
- Subcatalog — Place assembly assets in an
Assemblysubcatalog. - Top-Level — Place assembly assets in a top-level
Assemblycatalog path.
When assembly creation is enabled for a parent object, Asset Forge creates or reuses a generated collection named <root>_complete, links the root object plus its recursive children into that collection, and marks that collection as an asset.
Tip
Use Dry Run to preview the catalog structure before committing. The report shows exactly where each asset will be placed.
Running It¶
- Save the
.blendfile. - Choose a scope (Selected Objects, Selected Collection, or All).
- Choose optional Apply Transforms to Asset Copies settings.
- Adjust Parents, Children, and Assembly placement if needed.
- Click Make Object Assets.
- Check the report panel for results.
Parent objects can produce two asset results in a single run: an object asset for the parent itself and an assembly collection asset if Assembly is enabled.