HVE Toolkit — User Guide

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.


Contents

  1. What this add-on does
  2. Install and find the panels
  3. How the sidebar is organized
  4. Task guides
  5. Units and scale
  6. Troubleshooting

1. What this add-on does

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).


2. Install and find the panels

  1. Install Blender 4.x or later.
  2. Download HVEToolkit-<version>.zip from the latest release (or clone this repository and run python tools/build_release.py to build dist/HVEToolkit-<version>.zip).
  3. In Blender: Edit → Preferences → Add-ons → Install…, then select the add-on .zip.
  4. Tick HVE Toolkit in the add-ons list to enable it.
  5. In the 3D View, press N to open the sidebar, then click the EDC Toolkits tab.

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).


3. How the sidebar is organized

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 SetupGetting Blender objects ready for HVE and exporting themH3D Setup, Export to HVE
Post-Simulation ProcessingBringing HVE results back into BlenderHVE FBX Importer, Variable Output Importer, RaceRender Converter
DocumentationOpening this guideOpen 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.


4. Task guides

Each subsection below is a self-contained task, ordered to match the panels in the sidebar.

Pre-Simulation Setup

4.1 Prepare objects for HVE export

Open Pre-Simulation Setup → H3D Setup, then:

  1. Add Materials — expand and click Add Materials to create the generic, standard, and HVE light material sets.
  2. Object Type — expand and classify the selected object as Environment, Vehicle, or GATB Surface. If you selected several objects of mixed types, use the one-click reclassify buttons shown in the warning.
  3. Vehicle Lighting (vehicles only) — tag light objects (headlights, brake, turn, fog, reverse, tail, etc.) so HVE knows their function.
  4. Terrain Properties (environments only) — set:
  5. Optionally Save Preset / Load Preset, or pick one from Apply Preset, to reuse terrain settings (presets live in hve_presets/).

4.2 Export H3D files

  1. Select the object(s) to export and confirm their HVE type in H3D Setup.
  2. Open Pre-Simulation Setup → Export to HVE. The button adapts to the selected type:
  3. If a mixed selection is detected, classify everything as one type first (the panel offers buttons to do this).
  4. In the file browser, set options (selection-only, hierarchy, normals, compression, axis conversion, global scale) and save.

Post-Simulation Processing

4.3 Import post-simulation results

Open Post-Simulation Processing and pick the matching importer:


5. Units and scale


6. Troubleshooting

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.