T8 Tools ‐ Blender Add‐on ‐ Documentation - CDDTreborn/Tekken-8-Resources GitHub Wiki
This is a growing and evolving tool I designed to help me with modding Tekken 8; however, many of it's function can be applied to other tasks in Blender and will eventually branch out as necessity guides invention. This documentation will go over the features and their use.
Texture Baker and Batch Map Baking
Texture Baker automates baking consolidated texture maps (RMA, MRA, OBD, TSE, Color, ID, Normal, etc.) from your materials using a temporary node setup.
Choose the texture map type you want to bake:
- RMA – Roughness / Metallic / AO
- MRA – Metallic / Roughness / AO
- OBD – Opacity / Black / Dirt
- TSE – Translucency / Specular / Emissive
- Normal - Normal Map (OpenGl)
- Color/PC - Base Color with Alpha
- ID - ID from Base Color (manual switch) or ID System (see ID System for more info)
- Diffuse/Grey - Base Color, no Alpha. When selected an option to convert to greyscale is available.
- Set width and height of baked texture
- Sets up temporary nodes in the material shader based on the type selected. This provides an opportunity to make adjustments prior to baking.
- Bakes the texture according to the type and resolution. Texture gets suffix based on type and is named based on the active object. More than one object can be baked at once but make sure the active UVs don't conflict for best results. You can use the "Consolidate UVs" feature to assist with that. Bakes are not automatically saved, in image viewer save the textures.
- Removes the temporary nodes created. It only will clear from objects that are selected.
- Works best when the material contains a Principled BSDF.
If you use a custom shader group, route outputs into a Principled BSDF → Material Output. - Materials without a Principled BSDF are skipped.
- All mesh objects must have at least one UV map.
- Remove UV overlaps for clean results.
- RMA AO option is slower and AO tweaks must be done in the temporary node group.
-
OBD:
- B-channel defaults to 0
- For Dirt maps, press Build, connect Dirt → B, then Bake.
-
Color (PC):
- Alpha channel is included → useful for decals.
-
ID map:
- Same logic as Color but without alpha.
- Feed ID masks into Base Color manually.
- Looks for ID output if using the ID system feature.
- Select all mesh objects to bake.
- Choose the map type.
- Set the resolution.
- Press Build (optional) to preview or edit.
- Press Bake.
- Save the generated image.
- Press Clear Temporary Nodes when finished.
Allows batch map baking. Type specific settings will be inherited from the texture baking section. ID maps are saved as two files...a linear alpha and an RGB. Bakes are saved into a destination folder.
Consolidate UVs, Quick Weight Transfer, Duplicate Material Cleanup, Modifier Pause
Creates a new shared UV map (default name "Consolidated") for all selected objects.
- Select your objects.
- Enter a custom name (or keep "Consolidated").
- Enable Override Existing to replace a same-named UV map.
- Press Create / Pack UVs.
All objects receive the UV map, and islands are automatically packed without overlaps.
Transfers vertex group weights from the active mesh to all selected meshes. Updated to no longer use modifiers for speed and ease of use.
- Clear Dest Weights First: Removes weights of all selected besides active for a clean transfer.
- Vertex mode: Nearest Face Interpolated / Nearest Vertex
- Mix Mode: Replace / Add
- Ray Distance: Default to 10.
- Object Transform: Standard Default is on.
- By Name: Default wi4hout thus is Active Group
- Select target objects first, source object last (active object).
- Adjust settings if necessary
- Apply the transfer.
Consolidates duplicate material instances.
For example:
Material Material.001 Material.002
→ All remapped to:
Material
To make a duplicate the new “primary,” rename it before running the tool (remove the numeric suffix).
This tool will temporarily disable modifiers for selected objects and let them be restored to help when multiple modifiers effects cause system lag or visibility issues when editing objects.
Image Tools
Collect ImagesSave all textures utilized in a material to help with export.
Depending on the Shader setup, it can be difficult making sure all relevant texture maps are exported for use outside of Blender. This option lets the user select a mesh and then select a destination folder for textures. The add on will cycle through every material on the selected mesh objects and save them to the identified folder.
- Select your objects.
- Hit Collect Images button.
- Navigate to a desired folder or create a new one.
- Once the folder is chosen the addon will put all the textures within that folder. NOTE: It does not change any of the texture setup on the model. If you wanted to use a texture from the destination folder you would need to set that up manually within the material node setup.
The addon should not create duplicates and only save or include unique images.
Blend Mode Switch, Rig Matcher, Multires Pipeline
Changes the blend mode for all selected objects.
Compatible with Blender 3.6 → 4.5 LTS.
Copy the rest position of one identical rig to another as a pose which allows deformation of a parented mesh object. Since its a pose its non-destructive.
(Experimental) In development to help expedite certain multires tools.
Fully compatible with:
- Blender 3.6
- Blender 4.0
- Blender 4.1
- Blender 4.2 LTS
- Blender 4.3
- Blender 4.5 LTS
The add-on auto-adapts to version-specific node and material differences.