A Blender addon that cleans up and decimates meshes generated by AI tools (Hunyuan, Tripo, Meshy, Rodin, TripoSR...) so they are ready for production — games, real-time engines, mobile, AR/VR.
AI-generated meshes typically come with hundreds of thousands of duplicate vertices, broken normals, loose geometry and absurd polycounts. This addon runs the full clean-up + decimation workflow in one click.
Real-world result: 1,500,000 faces → 22,000 faces — same silhouette, ready for a game engine.
| Source image | AI-generated mesh (~1.5M faces) |
|---|---|
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| Optimized wireframe (~22k faces) | Final shaded result |
|---|---|
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- Merge by Distance — fuses duplicate vertices (AI meshes are full of them)
- Delete Loose — removes orphan vertices, edges and faces
- Recalculate Normals — fixes flipped / inconsistent normals
- Smart Decimate — adds a non-destructive Decimate modifier you can preview before applying
- Removes stale Decimate modifiers before each run so you can iterate freely
- Live stats — vertex / face count before & after, with reduction percentage
- Presets for common targets (safe, game-ready, mobile)
Everything is exposed in a dedicated sidebar panel — no need to remember the operator chain.
- Download
mesh-optimizer-ai.py - In Blender:
Edit → Preferences → Add-ons → Install... - Select the
.pyfile and enable AI Mesh Optimizer - Open the 3D Viewport, press
N, and use the AI Mesh tab
Requires Blender 4.0 or newer.
- Select your AI-generated mesh
- Open the AI Mesh sidebar (press
Nin the 3D Viewport) - Pick a decimate ratio (start at
0.1, lower if you need fewer polys) - Click Optimize
- Inspect the result — the Decimate modifier is added but not applied yet, so you can tweak the ratio live
- Click Apply Decimate when you're happy
| Ratio | Approx. polycount | Target |
|---|---|---|
0.10 |
~150k | Safe / cinematic |
0.05 |
~75k | Game-ready |
0.02 |
~30k | Mobile / VR |
These values assume a starting mesh around 1.5M faces. Adjust to your input.
Tools like Hunyuan3D, Tripo, Meshy and Rodin are great at generating shapes from a prompt or image, but their output is unusable as-is in any real-time pipeline:
- Polycount is 10×–100× too high
- Vertices are duplicated everywhere
- Normals are inconsistent
- Topology is unusable for skinning / UVs
Doing this clean-up by hand for every asset is tedious. This addon turns it into one click.
PRs welcome. Ideas for next versions:
- Auto UV-unwrap after decimation
- Quad remeshing pass (instead of triangle collapse)
- Batch mode for whole collections
- Bake normals from the high-poly to the low-poly automatically
MIT — do whatever you want, credit appreciated.



