Free 3D Asset Tool for Indie Game Developers
Merge animations from multiple files, convert 40+ formats, edit materials with AI
Use the GUI, automate with CLI, or script via REST API
Download individual animations from Mixamo, drop them into QtMeshEditor, and merge them into a single mesh — export as glTF, Collada, OBJ, or Ogre Mesh.
Load animation files → Select all → Click Merge → Export to your engine
Combine skeletal animations from multiple files into one mesh. Works with any source where each animation is a separate file. GUI, CLI, and API support.
Import FBX, glTF, OBJ, Collada, STL, 3DS, and more via Assimp. Export to glTF, Collada, OBJ, or Ogre Mesh. Convert between formats for any game engine.
Generate and edit materials using AI with OpenAI GPT or local LLM models. Run completely offline with GPU-accelerated inference — no API keys needed.
Visualize bones and bone weights, preview animations in real-time, rename animations, inspect keyframes. Everything you need to prepare animated characters.
Real-time material preview with a visual editor. Change colors, textures, lighting, blending, and fog settings. Full undo/redo with 50-step history.
Save your entire scene — multiple meshes with positions, rotations, scales, materials, skeletons, and animations — to a single glTF file. Reopen later to pick up where you left off.
Built-in Model Context Protocol server lets AI agents like Claude or Cursor control the editor. 29 tools for materials, meshes, scenes, transforms, and animations via HTTP API.
1. Download animations as FBX (e.g. from Mixamo)
2. Drag all files into QtMeshEditor
3. Select all entities and click Merge
4. Export as glTF, Collada, or OBJ
5. Import into your game engine
• FBX → glTF for web or Godot
• OBJ → Collada with materials
• Any format → Ogre Mesh
• Batch convert via CLI
• Preserve skeletons and animations
• Preview models before importing
• Check skeleton bone hierarchy
• Verify bone weight painting
• Test animations at different speeds
• Multi-viewport split view
1. Import multiple meshes into the scene
2. Position, rotate, and scale each object
3. File → Save Scene as .scene.glb
4. Reopen anytime to restore everything
5. Skeletons, animations, and materials preserved
• qtmesh CLI for headless mesh ops
• Inspect, convert, fix, merge — all from terminal
• HTTP REST API for scripting
• MCP protocol for AI agents
• Scriptable — automate your asset pipeline
Unity-style shortcuts for fast 3D editing workflows.
| Q | Select mode |
| W | Translate (Move) |
| E | Rotate |
| R | Scale |
| X | Toggle World / Local space |
| Del | Delete selected |
| F | Frame selection (zoom to fit) |
| Middle Mouse | Orbit camera |
| Right Mouse | Pan camera |
| Scroll Wheel | Zoom in / out |
| Shift + Middle | Roll camera |
| Arrow Keys | Rotate camera |
| Ctrl + Z | Undo |
| Ctrl + Shift + Z | Redo |
| Ctrl + O | Open Scene |
| Ctrl + S | Save Scene |
| Ctrl + Click | Add to selection |
| Shift + Click | Remove from selection |
Three ways to merge animations — pick what works for your workflow.
Load all your animation files, select all entities in the scene, then click the Merge Animations button in the toolbar. All animations are combined into the first entity.
Merge animations from the command line, perfect for build scripts and automation:
Use the REST API to load meshes and merge animations programmatically:
A qtmesh command is built alongside the GUI. Use it to automate your 3D asset pipeline without launching the editor.
On Windows, use the bundled qtmesh.cmd wrapper, or add its directory to PATH.
Multiline examples use POSIX \ continuations; on Windows, join into one line or adapt for PowerShell.
Use --verbose for engine debug output •
--no-telemetry to permanently opt out of anonymous usage data •
--help for full usage
Built-in Model Context Protocol (MCP) server lets AI agents control the 3D editor. Create scenes, apply materials, and transform objects using natural language through Claude, Cursor, or any MCP-compatible tool.
Or download the .deb from the releases page: sudo apt install ./qtmesheditor_amd64.deb
Update with winget upgrade FernandoTonon.QtMeshEditor. Or download the .zip from the releases page.
Run qtmesh CLI without installing anything locally:
Also on Docker Hub: docker pull fernandotr1/qtmesh
Use qtmesh in your CI/CD pipeline:
| Format | Extension | Import | Export | Skeleton |
|---|---|---|---|---|
| FBX | .fbx | ✓ | — | ✓ |
| glTF 2.0 | .gltf2 | ✓ | ✓ | ✓ |
| glTF 2.0 Binary | .glb2 | ✓ | ✓ | ✓ |
| Collada | .dae | ✓ | ✓ | ✓ |
| OBJ | .obj | ✓ | ✓ | — |
| STL | .stl | ✓ | ✓ | — |
| Ogre Mesh | .mesh | ✓ | ✓ | ✓ |
| Ogre XML | .mesh.xml | ✓ | ✓ | ✓ |
| DirectX X | .x | ✓ | ✓ | ✓ |
| PLY | .ply | ✓ | ✓ | — |
| 3DS | .3ds | ✓ | ✓ | — |
| Assimp Binary | .assbin | — | ✓ | ✓ |
Import supports all formats provided by Assimp (40+). Works with assets from Blender, Maya, 3ds Max, animation marketplaces, and more.
• Linux (Ubuntu, Debian, etc.)
• Windows 10/11
• macOS (Apple Silicon & Intel)
• CI/CD automated builds
• MIT License — free forever
• Community contributions welcome
• Comprehensive test suite
• Active development since 2012
Connect with other QtMeshEditor users, share your workflow, get help, and contribute to the project!
Active development since 2012 • Open source • MIT License