QtMeshEditor – 3D asset workflow tool (GUI + CLI + CI/CD)
Hi everyone,
I originally created QtMeshEditor as a small helper tool to make working with Ogre meshes a bit easier. Over time, the project has evolved quite a bit, so I wanted to update the original post with its current state.
QtMeshEditor is now a 3D asset workflow tool designed to complement Ogre3D pipelines and simplify common tasks that usually require multiple tools.
What it does
QtMeshEditor provides a unified workflow to:
Edit meshes and materials visually (GUI)
Automate operations through CLI
Convert assets across multiple formats (via Assimp)
Merge and preview animations
Integrate asset checks into CI/CD pipelines
The goal is to make asset handling more predictable, easier to automate, and faster to iterate on, especially when working with multiple formats and tools.
Core features
Mesh transform tools (translate, scale, rotate)
Real-time material editing and preview
Import from multiple 3D formats (Assimp)
Export to Ogre mesh (including older versions)
Animation preview and renaming
Primitive creation (via ogre-procedural)
Recent additions
More recently, the project expanded beyond a GUI editor:
CLI for scripting and automation
GitHub Actions integration
CI/CD workflows for asset validation
QtMesh Cloud (scan history and live badges)
This allows a more pipeline-oriented workflow for 3D assets, similar to how code is handled in modern development setups.
Example usage
Code: Select all
qtmesh scan ./assets -fail-on error
qtmesh fix character.fbx -all -o character_fixed.fbx
qtmesh convert character_fixed.fbx -o character.glb2
Links
If anyone is using Ogre in production or has custom asset pipelines, I’d be very interested to hear how you handle validation and conversion today.
Feedback is very welcome



