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Turntable generator
AssetHoard is a local-first asset manager for game developers and digital artists. This release adds a turntable generator for 3D models, textured previews for Unreal meshes and materials, and exports that include a model's textures.
🎠 Turntable generator
Right-click a 3D model and choose Turntable to render it spinning. Export the result as an animated GIF, a sprite sheet, a zip of PNG frames or a single frame. Rendering happens on your own GPU.
- Shot settings. Settings cover frame count, resolution, starting angle, camera height, padding, spin direction and frame rate. The background can be transparent or a solid colour, and you can add an outline in any colour and thickness.
- Preview. The preview opens paused so you can frame the model first. You can then play it, slow it down or step through one frame at a time. The Spin/Sheet toggle in the top right shows the frames laid out as they'll appear in the sprite sheet.
- Animation sheets. If a model has animation clips, set the frame source to Animation and pick a clip. The camera stays fixed and the clip plays across the frames. To build a directional character sheet, change the viewing angle and export once per direction. Clips where the character moves forward, like a walk or run, are kept centred in the frame.
- No clipped frames. Animation sheets use a grid sized to the largest frame in the clip, with every frame lined up on the same pivot point. Long reaches and punches stay inside the cell, and the character is the same size as in a spin sheet.
- Packaged models. Models inside a
.unitypackage,.zipor other archive open with their textures, the same as loose files. If the original package has been moved, the generator tells you.
🎮 Unreal meshes and materials
- Textured meshes. StaticMesh and SkeletalMesh previews now follow the mesh's materials and apply base colour, normal, roughness, metallic, ambient occlusion and emissive maps. Previously they rendered grey.
- Material spheres. Unreal Materials and Material Instances now preview as a lit sphere you can rotate, with their textures applied, as Godot materials already did. Common Unreal suffixes such as
_BC,_Nand_ORMare recognised. UI, sprite and gradient materials still use their baked thumbnail. - Approximate previews. Both previews are marked "Approximate preview". AssetHoard treats the material as a standard PBR material, so the result is close to Unreal's but not identical.
- Cooked packages. Cooked
.uassetfiles have their editor data stripped out, so there's nothing to render. They now show a "Cooked Unreal package" notice that explains this.
🧊 3D model previews
- OBJ textures. OBJ thumbnails in the library now use the diffuse texture from the model's
.mtlfile. For Blender exports where the.mtlonly sets a colour, AssetHoard looks for textures in a nearbyTextures/folder. - FBX texture folders. FBX models with textures in a
Textures/subfolder now show them in the 3D preview as well as the thumbnail. The "Some textures couldn't load" warning no longer appears for these models. - FBX texture slots. FBX previews now read which texture goes in which slot from the file itself. The filename is only used as a fallback, and that matching is stricter, so a colour map named
Bark_NormalTree.pngis no longer treated as a normal map. - Material colours. The preview panel has a new Materials section listing each material's name and colour. This is mostly useful for models that use flat colours with no textures. Existing FBX files need a reimport to show it.
📤 Exporting and dragging out
- Models with their textures. Dragging a 3D model out of the library, or right-clicking and choosing Export with textures, now copies its textures and materials alongside it. This works for FBX, OBJ, glTF and DAE. Missing textures are skipped and the export still completes.
- Bundles as folders. Dragging a bundle out creates a folder named after the bundle, with nested bundles as subfolders. Bundles stored on a network drive can be dragged out too.
- Linux drag-out. Dragging assets out on Linux now works on both Wayland and X11, into Godot, your file manager or any other app. File names with non-English characters are kept intact, and a drag that fails no longer stops later drags from working.
🔍 Search and selection
- Tag search. Type
#tagnamein the search box to show only assets with that tag, or#"multi word"for tags containing spaces. Tag search isn't case-sensitive and can be combined with normal search terms (dragon #fantasy) and with file type filters like*.png. - Deleting from search results. Deleted items are removed from the grid immediately. Undo brings them back.
- Box selection. Dragging a selection box is now faster in very large libraries.
👀 Watched folders
- Ignore patterns. You can now set ignore patterns for a watched folder, such as
*.psd,*.blend1or**/node_modules. Type a pattern and press space or enter, use quotes for patterns with spaces ("Saved Games/**"), or pick one from the quick-add list. Invalid patterns are rejected when you add them. Changes take effect without a restart. - Settings layout. Watched folder settings are grouped into three sections: Source, What gets imported and Applied to every import. Nothing is hidden in collapsed panels.
- Sync status. The header shows the watch status and when the folder last synced, for example "Synced 4 minutes ago", with the full date on hover. Scan now has a text label, and Stop watching has moved to the footer, away from Save changes.
- Fixes. "Last synced" no longer shows the wrong time in some time zones, and custom licence text from older setups is kept when you edit a watched folder.
🐛 Fixes
- Reimports. Reimporting a folder now updates the previews of changed files. Previously the old version could show until you restarted the app.
- Dragging from archives. Dragging an asset that lives inside an archive out of AssetHoard now drags just that asset, not the whole archive.
- App menu. The gear icon in the sidebar now opens a menu with About Asset Hoard, What's New, Settings, Check for Updates and Quit. About opens in its own window.
- Closing windows. Dragging inside a modal and releasing the mouse outside it no longer closes the window.
Happy hoarding.