MALLET: Modular Asset Manager
Modular assets can be in the form of caves, corridors, buildings, rooms that connect to one another, vents, pipes, entire indoor map sections and more. They are meant to connect to one another in selective repetition.
But where’s the tool that allows seamless and easy connection between such modules? By default that tool is called manual labour. Now? Now it’s called MALLET: Modular Asset Manager.
You can get the version that contains the Pipe Asset Pack so you can jump right in. It contains all the models in the images below.
Pipe Pack consists of:
- 2 bends 45°, 11 bends 90°, 1 bend 180°, 7 brackets, 4 couplings, 1 cross, 3 flanges, 2 S-Bends, 2 spherical bends, 1 spherical coupling, 2 spherical tees, 4 str, 1 tee, 4 valves. Additional details of sizes and lengths at poster below.
Create a Set that can contain a group of "Rusted pipes," "Steel corridors," or "Cave style 8."… Each set can have even more customization in the form of Classes, in the case you want “Vertical” for sloping or staircase modules “Junctions” for branching paths or “Terminals” for path ends.
Just open your asset pack or import it into a project, add the parts to the Sets and Classes and then build with ease.
FAQ
The .zip doesn’t install in Blender
- Please un-zip the archive and install the .py script. Please enable file extensions if you can’t see it.
How do I activate an addon?
- Use this 20 sec guide – https://youtu.be/wOv4oHO5Kqg
Will this work with other modular asset packs I have or will have?
- Of course, it was made with that in mind.
VIDEO DOCUMENTATION
DOCUMENTATION
Location
Panel
3D Viewport ‣ Sidebar ‣ Mallet
Actions
Make Module Object
Enters “Access Point Editing” mode (on object that was selected when the button was first pressed) for as long as the button shows up red. In this mode, Shift + Left Mouse Button will add an Access Point to the object. This can be moved and rotated to an appropriate position. Press Enter or the button again to confirm. Pressing the ESC (escape) key will cancel.
X should point out (away) from the ‘entrance’. Z should point Up and Y should point Left, when looked at from ‘inside’ the object, in the direction X is pointing.
Edit Access Points
This is the same as “Make Module Object” but shows when the selected object already has Access Points. When clicked, the objects current Access Points will appear.
Settings
Value
Value