
BlenderAe2
by Salt Media
BlenderAe2 by Salt Media transfers 3D data and objects between Blender and After Effects in both directions, covering vertices, 3D layer transforms, camera data and layer synchronization.
by Skava·Workflow
Images © Skava. Used for product review; image policy.
DrawCallAnalyzer earns its place in the superhive library by moving draw-call and VRAM feedback to the start of the pipeline — you see the breakdown against a platform budget inside Blender, with the exact saving each suggestion produces, rather than after exporting to an engine.
DrawCallAnalyzer is a Blender addon from Skava that inspects a scene the way a game engine would and reports where the cost lands before you export. You pick a target platform — Desktop, Mobile, or Console — and each loads a realistic draw-call and VRAM budget, then clicking Analyze walks every mesh, material slot, texture, and mesh duplicate in the scene.
The breakdown appears in the sidebar: draw calls counted per material, texture memory sized with platform-specific compression formats, static and dynamic batching candidates, GPU instancing groups, and an overdraw heatmap — each compared against your budget and flagged when you go over. Every suggestion, from merging materials to instancing duplicates to downscaling a 4K texture, comes with the exact saving it produces.
A single button exports a full optimization report as CSV or JSON, and snapshot diffs let you save the scene's metrics, optimize, then compare the numbers. Documentation is available.
Drawcallanalyzer is best for game and technical artists who need to hit performance budgets before handing off to engineering, indie developers who can't profile after every export, and environment artists on open-world or mobile projects where every draw call matters.
Drawcallanalyzer is completely free to download and use.
DrawCallAnalyzer lets you pick Desktop, Mobile, or Console, and each option loads a realistic draw-call and VRAM budget. Texture memory is then sized using compression formats that match the target: DXT1, DXT5, and BC7 for Desktop; ASTC 4x4, ASTC 6x6, ETC2 RGB, and ETC2 RGBA for Mobile; and BC7, BC5, and BC1 for Console. Mipmap overhead of 33% is included automatically, and large textures at 4K and above are flagged with specific downscale recommendations so you can bring memory back under the platform budget.
DrawCallAnalyzer treats every material slot on every object as one draw call. When you click Analyze, it walks each mesh, material slot, texture, and mesh duplicate in the scene, totals the draw calls, breaks them down per material, and compares the result against your chosen platform budget. It then identifies static batching candidates that share a material with a combined vertex count under 64K, and dynamic batching candidates that share a material where each object stays under 300 vertices, showing how many draw calls each technique would save.
DrawCallAnalyzer generates a report from a single button covering draw calls, texture memory, instancing groups, batching opportunities, and numbered optimization suggestions. You can export it as CSV or JSON to share with your team, paste into a task tracker, or diff against a later snapshot. It also supports snapshot diffs directly: save a snapshot of the scene's metrics, optimize, then compare to see how the numbers changed. For GPU instancing groups, it can tag each group with a custom property for export pipeline integration.
DrawCallAnalyzer evaluates bounding box overlap from the active camera, or in 3D if no camera exists. Objects are color-coded directly in the viewport — green for low, yellow for medium, and red for high — so you can spot problem areas at a glance. Alongside the overdraw heatmap, the sidebar shows draw calls, texture memory, and batching and instancing opportunities, each compared against your budget and flagged when you go over. Documentation is available for more detail.
DrawCallAnalyzer is listed as free in this catalog. Licensing terms can change, so check the developer's page from Skava for the current details before you rely on it for a project. The addon runs its analysis inside Blender, walking your scene's meshes, material slots, textures, and duplicates, so you can review draw calls, texture memory, batching, instancing, and overdraw without leaving Blender or round-tripping to a game engine.

by Salt Media
BlenderAe2 by Salt Media transfers 3D data and objects between Blender and After Effects in both directions, covering vertices, 3D layer transforms, camera data and layer synchronization.

by MACHIN3
Machin3Tools is a continuously evolving collection of tools and pie menus for Blender, gathered in a single customizable package. It ships in two base variants, Prime and DeusEx, with the DeusEx variant adding more advanced tools.

by MikhailRachinskiy
3D Print Toolbox is a Blender add-on with utilities for 3D printing. It analyzes mesh volume and surface area, checks and fixes geometry, hollows shapes, aligns models to the print bed, and exports to STL, PLY, and OBJ.

by glukoz
UVPackmaster 4 is a UV packing engine for Blender that packs UV maps on the CPU and GPU, using the Cuda and Vulkan APIs, and can run on the CPU and all system GPUs at once.

by MMD
MMD Tools is a Blender add-on for editing MikuMikuDance (MMD) models. It handles importing and exporting model, motion and pose data, along with chopping and joining parts, plus rigid body, material and motion editing.

by HaughtyGrayAlien
SimpleBake brings PBR and traditional texture baking to Blender from a single panel. Select objects, choose maps, and bake — no special node groups or new workflow, working with whatever materials you've already built.