To enable "Create Cage" button, create 2 collections with exact names of "Low" and "High" (case sensitive). Include your low and high poly meshes in corresponding collections. Button will be active.
Version: 1.2.1
Author: Farid Mammadov (Pivot Point)
Location in Blender: 3D Viewport > Sidebar (N-Panel) > G-Ready Tab
G-Ready is a comprehensive toolkit designed by 3D Artist Farid Mammadov to significantly speed up the game asset creation workflow in Blender. It bundles a wide array of tools for:
Edit > Preferences > Add-ons.Install... and navigate to the G-Ready_vx.x.x.zip file.Install Add-on.The G-Ready panel is organized into several sections, each catering to specific tasks:
Tools to streamline common hard-surface and SubD modeling tasks.
Add Mirror: Adds a Mirror Modifier (X-Axis, Bisect, Clip).Add Bevel: Adds a Bevel Modifier (Limit: Weight, Segments: 1).Add SubD: Adds a Subdivision Surface Modifier (Levels: 2).Add Decimate: Adds a Decimate Modifier (Mode: Un-Subdivide, Iterations: 2) to selected objects and any other objects sharing the same mesh data.Bevel W (Slider & Apply): Applies the slider value as Bevel Weight to selected edges.X (next to Bevel W): Resets Bevel Weight to 0 for selected edges.Crease (Slider & Apply): Applies the slider value as Crease to selected edges.X (next to Crease): Resets Crease to 0 for selected edges.Manage modifiers and object properties across multiple selections.
Sync (UV Sync Icon): Syncs SubD levels of selected objects (and linked-data instances) to match the active object's SubD level.+/- Buttons: Increases/decreases SubD levels for all selected objects (and linked-data instances).Quickly show/hide modifiers in the viewport. These toggles affect selected objects and any other objects sharing the same mesh data.
Toggle Booleans: Toggles all Boolean modifiers. Also hides/unhides linked-data-only objects that weren't part of the initial selection.Toggle SubD & Bevel: Toggles all Subdivision Surface and Bevel modifiers.Toggle Decimate: Toggles all Decimate modifiers.Toggle Last Boolean: Toggles only the last Boolean modifier in the stack, provided its operand object matches the last Boolean operand of the active/reference object. Useful for iterating on specific cuts.Tools for manipulating beveled edges.
Bevel Select: A shortcut for mesh.loop_multi_select with ring=True, useful for selecting bevel edge loops.ReBevel: Unbevels the selected edge chains to a sharp edge, merges the resulting vertices, and then immediately starts Blender's interactive Bevel tool (Shift+Ctrl+B).UnBevel: Interactively removes the selected unbevel "segment" (the inner edges of a bevel).
Edge Slide (Checkbox): When enabled, the unbevel operation attempts to slide the outer vertices along their adjacent edges, helping to preserve the surrounding curvature. When disabled, vertices move linearly towards a calculated pivot.Usage for UnBevel/ReBevel: Select the inner edges of a bevel chain (not the outer "rail" edges).
Advanced selection operators.
Threshold Factor (0 = 0°, 1 = 180°) to control how sharp an angle the selection can turn.Angle Threshold (Degrees).Boolean Cleanup: An interactive tool to help resolve n-gons often created by Boolean operations.Distance Limit with the mouse (left/right). Vertices from one group (mover) will snap to the closest vertices of the other group (target) if they are within this limit.Mouse Wheel: Swaps which group is the mover.LMB: Confirms the merge. Vertices are snapped, and then Merge by Distance is applied to the affected area.RMB/ESC: Cancels.Purpose: Quickly set up a material for faked edge highlights using Cycles' Bevel Node. This is useful for high-poly visualizations or bakes where you don't want actual bevel geometry.
Radius (Slider): Controls the radius of the Bevel Node effect.Apply Bevel Shading:
city.exr).Remove Bevel: Removes the Bevel Node from the materials of selected objects and attempts to reconnect any previous normal inputs.Purpose: Prepare objects for high-to-low poly baking by renaming them according to common conventions (e.g., ObjectName_low, ObjectName_high, ObjectName_cage) and moving them into corresponding collections.
Auto Rename Selected (Button):
Poly Count (to determine low/high) and optionally Bounding Box Similarity and/or Pivot Point Proximity (controlled by checkboxes and thresholds).Rename Mode:
Numerical: Pairs are named 0_low, 0_high, 1_low, 1_high, etc.High -> Low: Base name is taken from the identified high-poly object.Low -> High: Base name is taken from the identified low-poly object._cage objects to their corresponding final _low objects.Purpose: A comprehensive baking toolkit supporting various workflows.
Use GPU (Checkbox): Toggles Cycles device between GPU and CPU.Create Cages:
To enable "Create Cage" button, create 2 collections with exact names of "Low" and "High" (case sensitive). Include your low and high poly meshes in corresponding collections. Button will be active.
Cage Offset (Shrink/Fatten).Visualize Ray Distance (Eye Icon next to Max Ray Distance): Creates visualizer objects that show the current Max Ray Distance setting as a solidify modifier. Updates live. Click again or use Remove Max Ray Distance Visualization to remove them.Bake Mode:
High to Low: Standard selected-to-active baking. Requires selecting _low suffixed objects. High-polys are found by name (_high, _high.xxx).Low Only: Bakes properties from the object itself (e.g., Ambient Occlusion on the low-poly).Bake Map Type: Standard Blender bake types (Normal, AO, Combined, etc.).Normal Format (if Bake Type is Normal): OpenGL (+Y) or DirectX (-Y).Resolution Preset / Custom Width/Height: Output texture size.Anti-Alias Output (Compositor): EXPERIMENTAL. Renders the baked image through the Compositor's Anti-Aliasing node. Slower, clears existing Compositor setup.Samples: Cycles baking samples.Margin (px): Pixel margin for the bake.Use Cage Object / Extrusion / Max Ray Distance: Standard Blender bake cage settings.Output Directory: Where to save baked maps (in a "baked_maps" subfolder).Image Format & Format Options: PNG, JPEG, TIFF, etc., with relevant compression, bit depth, and color mode settings.Bake Selected (Closest Hit):
_high and _high.xxx meshes for a given _low object simultaneously onto the _low object._low objects being baked to.Matrix Bake:
_low/_high/_cage trios found in the scene, distributes them in a grid, joins all low-polys into one, all high-polys into one, etc., then bakes these combined meshes.Keep Combined After Bake: If checked, the temporary combined meshes used for baking are not deleted.Decal Bake (Sequential):
_high.xxx meshes onto a single _low mesh sequentially, one after another, in numerical order of the suffix (e.g., _high, then _high.001, then _high.002)._high.xxx meshes, and the user-defined margin for the base _high mesh.Purpose: Apply vertex colors to selected mesh components using Blender's Vertex Paint operators behind the scenes.
Color Picker & Apply: Sets selected vertices to the chosen color.Random: Applies a unique random color to the selected vertices. Ensures the color is not already present (within tolerance) on other parts of the mesh.Select by Color: Selects faces with an average vertex color similar to the initially selected face(s). Adjustable Tolerance in the Redo Last panel.Note: These operators automatically set viewport shading to "Vertex Color" to visualize results.
Purpose: Generate a specified number of Level of Detail (LOD) meshes from selected objects.
Max LOD Level: Number of LODs to generate (e.g., 3 creates LOD0, LOD1, LOD2, LOD3).Generate LODs:
BaseName_LOD0 and moved to an "LOD0" collection.The addon is still in development, so some bugs may be present.