A free, open-source 3D asset tool for indie game developers — merge animations from multiple files, convert between 40+ formats, edit materials with AI, and more.
Download individual animations from Mixamo, drop them into QtMeshEditor, and merge them into a single mesh — export as glTF, Collada, OBJ, or Ogre Mesh for your game engine of choice.
| Split View | Skeleton Animation Controls |
|---|---|
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| MCP tools (AI Agent Control) | Bone Weight Visualization |
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QtMeshEditor helps you prepare 3D assets for your game or project:
- Merge animations — Combine multiple animation files (e.g. from Mixamo) into one mesh with all animations
- Convert between 40+ formats — Import FBX, glTF, OBJ, Collada, STL, and more; export to what your engine needs
- Edit materials visually — Real-time material preview with AI-assisted generation
- Inspect skeletons & animations — Visualize bones, bone weights, preview animations, rename them
- AI agent integration — Let AI tools like Claude, Cursor, or custom scripts control the editor via MCP protocol
- Batch process via CLI — Automate your asset pipeline from the command line
A qtmesh command is created alongside the GUI binary during build. Use it to automate your 3D asset pipeline without launching the editor.
On Windows, use the bundled qtmesh.cmd wrapper (or add the install directory to PATH):
# Inspect a mesh
qtmesh info model.fbx # human-readable summary
qtmesh info model.fbx --json # JSON output for scripting
# Convert between formats
qtmesh convert model.fbx -o model.gltf2
qtmesh convert model.dae -o model.mesh
# Fix / optimize a mesh
qtmesh fix model.fbx -o fixed.fbx # standard optimizations
qtmesh fix model.fbx -o fixed.fbx --all # all fixes (remove degenerates, merge materials)
# Animation tools
qtmesh anim model.fbx --list # list animations
qtmesh anim model.fbx --list --json # list as JSON
qtmesh anim model.fbx --rename "Take 001" "Idle" -o renamed.fbx
# Merge animations from multiple files
qtmesh anim base.fbx --merge walk.fbx run.fbx -o merged.fbxUse --verbose for engine debug output, --help for full usage.
| Format | Extension | Import | Export | Skeleton/Animation |
|---|---|---|---|---|
| FBX Binary | .fbx | Yes | Yes | Yes |
| glTF 2.0 | .gltf2 | Yes | Yes | Yes |
| glTF 2.0 Binary | .glb2 | Yes | Yes | Yes |
| Collada | .dae | Yes | Yes | Yes |
| OBJ | .obj | Yes | Yes | No |
| STL | .stl | Yes | Yes | No |
| Ogre Mesh | .mesh | Yes | Yes | Yes |
| Ogre XML | .mesh.xml | Yes | Yes | Yes |
| DirectX X | .x | Yes | Yes | Yes |
| PLY | .ply | Yes | Yes | No |
| 3DS | .3ds | Yes | Yes | No |
| Assimp Binary | .assbin | No | Yes | Yes |
Import supports all formats provided by Assimp (40+). Export to older Ogre Mesh versions (v1.0-v1.10) is also available.
brew tap fernandotonon/qtmesheditor
brew install qtmesheditor
Remove with
brew remove qtmesheditor
Upgrade with
brew upgrade qtmesheditor
- Download and open the .dmg file;
- Drag and drop the QtMeshEditor to the Applications folder:
Download the .deb file; Then there are a few options for installing it:
-
Using apt
sudo apt install ./qtmesheditor_amd64.deb -
Using dpkg
sudo dpkg -i qtmesheditor_amd64.deb -
Using the Software Install:
Remove with
sudo apt remove qtmesheditor
or
sudo dpkg -r qtmesheditor
Run it calling qtmesheditor
Unpack the binaries and run the QtMeshEditor.exe file
Feel free to contact me, create issues or to contribute ;)







