Blender Setup
Set up your Blender file so Mimeeq scripts can bake AO maps, compress models and create AR versions for you. Learn the collection, naming and UV rules.
Prepare your models this way and Mimeeq scripts can process them automatically. Using our scripts gives you:
Automatic creation of a second UV map and of ambient occlusion (AO) maps
Baking and post-processing of the AO and shadow maps as image files
Compression of the file with Draco compression
Generation of a second, automatically decimated, lighter version of the model for AR
Creation of the CSV that automatically maps each object to its AO/opacity texture in the Mimeeq app
This entire process is automated, provided the initial .blend file is set up correctly as described below.
Output files
The process revolves around collections. Each collection produces several types of files:
1
Compressed GLB
The compressed model associated with the collection
2
Low-poly GLB
A version of the model automatically simplified for efficiency
4
Opacity map
Produced when any model in the collection includes SHADOW in its name (see "Shadow" command)
5
CSV file
Links these maps directly to their corresponding objects in the Mimeeq app
All file names are created from the file name and the collection name.
Example of the output files:

Collections
Sort your models into distinct collections based on two criteria.
The visibility of the object
For instance, a chair model without armrests would belong to one collection. The models for the first and second armrest options would each go in separate collections. This way the browser loads only the GLB files that match the parameters selected in the option panel of the Mimeeq configurator.
The expected impact on AO map quality
Many elements in a single map can reduce its quality. There is no strict rule on the number of objects or polygons that guarantees a good-quality shadow; it relies on judgement. For example, the chair above, with a mechanism, seat, backrest and base, might need separate collections to keep AO map quality high.
Example of a properly built structure:

Model requirements
For optimal results, we recommend a model with an even, optimised quad-based topology. It is not a necessity, but it is very good practice. There is no strict polygon limit, but balancing a lightweight model with realistic quality takes both intuition and skilled modelling.
Requirements and suggestions:
Split by material and visibility: segment the model into objects based on material variations and visibility options (which may be toggled on or off).
Apply transformations: apply all transformations and check the direction of normals, so the model's scale and orientation are accurate.
Centre and orient: make sure the model is centred and faces the camera directly.
Leave modifiers: there is no need to apply (flatten) modifiers; the script does it.
Skip textures: textures don't have to be applied, as the script removes them anyway. You add textures separately in the Mimeeq app.
Check close up: inspect the model at close range to make sure it has enough subdivision to avoid unsightly curvature, and that proper smoothing is applied.
Example of the recommended model topology:

Unwrapping
Every object in the scene must be unwrapped, even if only with automatic unwrapping. If the model's structure changes, unwrap it again to prevent texture stretching.
To use materials from the Mimeeq library, you need to adjust the global scale of the UVs with the Magic UV plugin for Blender:
Install Magic UV by following the Magic UV installation guide.
Unwrap your object.
Set World Scale UV to a density value of 3200.

Additional options
These further steps improve quality and optimisation even more. Each one is triggered by a keyword in an object or collection name:
1
shadow
Object name
Creates an opacity map for the collection
2
REMOVE
Object name
The object casts shadows in the collection but is not exported
3
temp
Collection name
No AO map is produced for the collection
4
Instances / INSTSRC
Collection name / source mesh name
Exports repeated elements as instances
"Shadow" command
Include the word shadow in an object's name to create an opacity map for the collection that contains it. This is especially useful for the plane beneath the model, to create a shadow underneath.
Example:

"REMOVE" command
Use the REMOVE command to improve the quality of shadows between collections. To have a mesh cast a shadow within a collection without being exported, make a copy of it, move it to the target collection and append "REMOVE" to its name.
Example:

In this example, we divided the model into several collections to optimise the quality of the AO maps. The highlighted objects with the "REMOVE" tag are duplicates of the objects without it. They only project shadows onto the non-REMOVE objects within the same collection and are not included in the final export. If the same "REMOVE" object applies to multiple collections, link it (don't duplicate it) between them.
Temp collection
If a collection's name contains the word temp, it will not produce an AO map. Use these collections for elements that don't need the map, such as:
Engravings and logo placeholders
Stickers and tags
Items with glass or mesh material
Stitching geometry
Custom lights
Our default scripts do not include Blender light sources in the baking process. You can bake AO using Blender's lighting with another of our scripts. This method often needs many adjustments, as good results usually come from trial and error. Please contact us if you want to use this solution.
Instances
The Mimeeq app works with instances, so use them for repetitive elements in your model. To prepare your instances for the script:
Include the word Instances in the name of the collection.
Create a source mesh and include INSTSRC in its name.
Apply ("flatten") modifiers on the source before creating instances, rather than leaving them active.
Press Alt+D to generate instances from the source object.
Keep all instances in the same collection as their source mesh. If there are many instances, organise them into sub-collections within the main collection.
Instances can be moved, rotated and scaled, but their individual geometry must not be altered.
Example of properly set up instances:

Iterations and revisions
It's common to need multiple iterations to correct errors, especially in complex projects with many meshes and collections. The process typically involves preparing the files, running the scripts, identifying any issues, and rerunning the scripts until you reach the desired quality. This iterative approach is standard in the workflow. Please contact us about any edge case not covered by this documentation.
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