Multi-mesh FBX splitter and prefab creator for Stride Game Engine. Converts flattened FBX imports into individual selectable mesh parts with proper hierarchy and transform data preservation.
Before - Complex model in Blender:
Multi-mesh model with many parts that would import as single blob in Stride
After - Individual parts in Stride:
Same model now has individual selectable parts and proper hierarchy
Stride can't import multi-mesh FBX files properly. You get a single merged object instead of individual selectable parts.
What should happen:
Complex_Model.fbx → Import → Individual selectable parts
├── Gun_Body (selectable)
├── Gun_Barrel (selectable)
└── Gun_Sight (selectable)
What actually happens in Stride:
Complex_Model.fbx → Import → Single blob
└── Gun (can't select individual parts)
This tool splits your multi-mesh FBX into individual meshes and creates a Stride prefab that recreates the original hierarchy.
- Splits your FBX into separate mesh files
- Creates a Stride prefab with proper hierarchy
- Preserves all transform data (position, rotation, scale)
- Multi-Mesh Model File: Browse and select your FBX file
- Stride Project: Browse and select your Stride project folder
- Click Import Multi-Mesh Model
HS.Stride.Model.Importer.Console.exe MyModel.fbx ./output/glTF/GLB exports from Blender generally work well with Stride.
Blender → File → Export → glTF 2.0 (.glb/.gltf)
Before exporting: Apply rotation and scale in Blender to avoid transform issues:
Select All (A) → Object Menu → Apply → Rotation & Scale
Note: Some very complex GLB scenes with many parts may crash during mesh splitting. If this happens, use the FBX workflow instead - export as FBX from Blender with Apply Transform enabled (see below).
FBX exports from Blender work with Stride as long as you enable Apply Transform on export. Without it, you may get scale, rotation, and transform problems.
- Mixamo → FBX works directly
- Cascadeur → FBX works directly
- Maya → FBX works directly
When exporting FBX from Blender, ALWAYS enable "Apply Transform":
EXPORTING SETTINGS:
File → Export → FBX
└── Transform Section
└── ☑️ Apply Transform (Experimental) ← ALWAYS check this!
Why this matters: This fixes many Stride import issues including:
- Meshes breaking or appearing corrupted
- Faces rendering on the wrong side
- General geometry wonkiness
- Does NOT change your pivot points - they stay exactly where you set them
BLENDER SCENE SETTINGS:
If meshes are rotated incorrectly or scaled wrong after import, apply rotation and scale in Blender before exporting:
Select All (A) → Object Menu (or Right-Click)
└── Apply
├── ☑️ Rotation (alone)
└── ☑️ Scale (alone)
Why this works: Ensures consistent orientation and scale for the Multi-Mesh Importer while keeping your pivot points intact.
If you're still having issues, you can apply all transforms in Blender:
Select All (A) → Object Menu (or Right-Click)
└── Apply → All Transforms
Note: This WILL center pivots to the center of the world. This means if you need to move the object the pivot will be in the middle of the scene.
If you're using Auto Rig Pro or another tool where you can't apply transform on export:
- Export mesh and bones only (use ARP's export menu if available)
- Re-import the FBX back into a fresh Blender scene
- Apply scale on bones specifically
- Export again with Apply Transform enabled
- Import this double-exported FBX to Stride
Output/
├── Split/
│ ├── MyModel_Part1.fbx
│ ├── MyModel_Part2.fbx
│ └── MyModel_Part3.fbx
└── MyModel.sdprefab
- Run Model Importer on your multi-mesh FBX
- Create materials in Stride to assign to models.
- Assign materials to all the models your created.
- Drag prefab into your scene
💡 Pro Tip: After creating your materials in Stride, you can select multiple models by clicking the first model, holding Shift, and clicking the last model. Then assign materials to all selected models at once in the Property Grid to save time.
- Multi-mesh FBX files
- Transform data (position, rotation, scale)
- Mesh geometry
- Material assignments (create materials manually)
- Animations (use regular Stride import,) (Not Tested)
- Bones/Skeletons (use regular Stride import) (Not Tested)
- Single-mesh models (import directly in Stride)
- Built with AssimpNet and .NET 8.0
- Handles files up to 500MB
- Works with 100+ mesh parts
- Creates Stride-compatible prefab files
MIT License - see LICENSE.txt for full text.
Copyright © 2025 Happenstance Games LLC