Graphical Editor for Ogre3D Mesh and Material • Built with Qt Framework
Modern QML-based material editor with real-time preview. Visual material editing alongside script-based authoring for complete Ogre3D material workflow.
Generate materials using AI with OpenAI GPT or local LLM models. Run completely offline with GPU-accelerated local inference — no API keys needed.
Complete undo/redo system with 50-step history, keyboard shortcuts (Ctrl+Z/Y), and smart button management.
Comprehensive material script validation with syntax error detection, line-specific reporting, and detailed error descriptions.
Complete mesh editing suite with translation, scaling, rotation, and format conversion. Easier than OgreMeshMagick with visual feedback and batch operations.
Bone visualization, animation preview, keyframe inspection, and animation renaming tools for complete skeletal mesh workflow.
Import/export various 3D formats via ASSIMP. Convert to Ogre mesh, material, and skeleton formats with version compatibility.
Built-in primitive generation using Ogre-Procedural. Create boxes, spheres, planes, and more with customizable parameters.
Built-in Model Context Protocol server lets AI agents (Claude, Cursor, etc.) control the editor programmatically. 15 tools for materials, meshes, transforms, textures, and animations.
Run AI material generation entirely offline using bundled llama.cpp with Metal/CUDA GPU acceleration. Download and manage GGUF models directly from the app.
Get the latest release from GitHub or build from source:
Ensure you have Qt6, Ogre3D, and ASSIMP installed:
Compile QtMeshEditor with CMake:
Launch the application and start creating:
• Open the QML Material Editor
• Use AI assistance for script generation
• Edit materials with real-time preview
• Validate and apply changes instantly
• Use Ctrl+Z/Y for undo/redo
• Import meshes via File → Import
• Transform with scale/rotate/translate tools
• Preview animations in real-time
• Export to different Ogre versions
• Convert between 3D formats
• Describe your desired material
• Use OpenAI GPT or local LLM models
• GPU-accelerated offline inference
• Automatic validation and application
• Download GGUF models from the app
• AI agents control the editor via MCP
• 15 tools: materials, meshes, transforms
• HTTP REST API on port 8080
• Works with Claude, Cursor, and more
• Create scenes with natural language
QtMeshEditor includes a built-in Model Context Protocol (MCP) server that lets AI agents control the 3D editor programmatically. Create scenes, apply materials, and transform objects using natural language through Claude, Cursor, or any MCP-compatible agent.
Start QtMeshEditor with the MCP server enabled alongside the GUI:
Add QtMeshEditor as an MCP server in your agent's configuration:
Or call tools directly via HTTP from any terminal or script:
15 tools for complete scene control:
Connect with other QtMeshEditor users and Ogre3D developers. Share your creations, get help, and contribute to the project!
🏛️ Ogre3D Forum DiscussionActive community since 2013 • 63+ posts • Regular updates and support
• Qt 6.x framework
• Ogre3D 14.x engine
• ASSIMP library
• CMake 3.24+
• C++17 compiler
• Ogre .mesh/.skeleton/.material
• FBX, OBJ, 3DS, DAE
• X, PLY, STL files
• Various texture formats
• Legacy Ogre versions
• Linux (Ubuntu, Debian, etc.)
• Windows 10/11
• macOS (experimental)
• Cross-platform Qt deployment
• CI/CD automated builds
• MIT License (open source)
• GitHub repository available
• Community contributions welcome
• Comprehensive test suite
• SonarCloud quality analysis