A hands-on guide to using the HVE Toolkit add-on for Blender: HVE simulation setup, H3D export, and result import.
This guide walks you through installing the add-on, finding its panels, and completing the most common tasks step by step. For a terse feature-by-feature reference, see README.md.
HVE Toolkit bridges Blender and HVE (Human Vehicle Environment) simulation workflows: set up and export scene objects (vehicles, environments, GATB surfaces) as HVE .h3d files, and import simulation results back into Blender (variable-output CSV/HVO, HVE FBX, RaceRender conversion).
The add-on gets its own sidebar tab in the 3D View (EDC Toolkits by default).
HVEToolkit-<version>.zip from the latest release (or clone this repository and run python tools/build_release.py to build dist/HVEToolkit-<version>.zip)..zip.Tip — rename the tab. The add-on's preferences (Edit → Preferences → Add-ons, expand the add-on) let you choose the sidebar tab name: the default EDC Toolkits, HVE, Human Vehicle Environment, or a custom name.
If you don't see the tab, confirm the add-on is enabled and that you are in the 3D View (not, say, the Shader Editor).
Everything sits inside one HVE Toolkit dropdown in the tab (so other EDC add-ons can share the tab, each under its own heading), with these panels:
| Panel | Use it for | Sub-panels |
|---|---|---|
| Pre-Simulation Setup | Getting Blender objects ready for HVE and exporting them | H3D Setup, Export to HVE |
| Post-Simulation Processing | Bringing HVE results back into Blender | HVE FBX Importer, Variable Output Importer, RaceRender Converter |
| Documentation | Opening this guide | Open User Guide opens the bundled offline copy in your browser |
Most panels are collapsed by default — click a panel header to expand it. The task guides below follow this same order: Pre-Simulation Setup, then Post-Simulation Processing.
Each subsection below is a self-contained task, ordered to match the panels in the sidebar.
Open Pre-Simulation Setup → H3D Setup, then:
hve_presets/)..h3d.h3d.csvOpen Post-Simulation Processing and pick the matching importer:
.fbx. On import, the HVE hierarchy is renamed into cleaner labels, the scene timeline is extended to cover the animation, and objects are organized into HVE collections by event, vehicle, wheels, and body. Then set Max Shape Key Samples (the cap on shape keys kept per mesh; 0 = no cap) and click Process Imported FBX to run the Reduce Keys → Merge Meshes → Smooth cleanup pipeline. Use the Process Collection selector below the button to limit processing to the body meshes nested under one collection (leave empty to process every imported vehicle)..hvo/.csv of time plus variable-output columns. Choose feet or meters, optionally override the scale factor, and optionally save separate vehicle CSV files..csv files.The EDC Toolkits tab is missing. Make sure the HVE Toolkit add-on is enabled in Preferences, you're in the 3D View, and the sidebar is open (N). Check the tab name in the add-on's preferences.
The export button warns about mixed HVE object types. The selection contains objects classified as different types — use the one-click reclassify buttons in the warning (or H3D Setup → Object Type) to make the selection one type, then export.
For a compact feature list and developer notes, see README.md.