Documentation
Version 2.0.0

Designed to minimize grunt work and streamline your workflow, Cramo Tools addresses repetitive tasks, enhances existing features, and adds functionality that Blender doesn’t offer out of the box—all with as few clicks as possible.
Installation
In the upper left corner of your Blender window, go to Edit > Preferences then select the    Extensions tab.
Click the arrow icon in the upper right, 'Install from Disk', locate and select the “cramo_tools_x.x.x” zip file.
Enable the add-on by checking the box next to its name, if it's not automatically checked upon installation.
Click 'Save Preferences' in the lower-left corner, or enable 'Auto-Save Preferences'.
Close the preferences window or edit the preferences by selecting the Add-ons tab before the extensions tab.
Installation video.
Usage

Menu. Hotkey is F1 by default. Mouse must be over a 3D viewport.

Lock Scene/Geometry/Cameras/Lights:
These tools are designed to lock the transformations of specific object types within the 3D viewport with a single click. They prevent accidental transformations, ensuring that your carefully arranged elements remain intact as you work on different aspects of your project.
Example: Lock the geometry and cameras while you work on lighting.
Usage: Select the desired object then select the lock type. Click click again to unlock.
Wireframe

The ‘Wireframe’ tool ensures consistent wireframe display settings across all objects. A commonly overlooked setting within the viewport display section of the "Object Properties" panel can lead to inconsistencies. Some objects can display their wireframe while others wont. Cramo Tools synchronizes this setting across all object.
Usage: Open the menu, then select Wireframe. Click again to hide.
Collector
Automatically sorts objects into collections based on type.
Example: All meshes in a “Meshes” collection and lights are organized into the “Lights” collection. In parented structures, classification follows the children’s type. So if a camera is parented to an empty object, that empty is classified as a camera and placed in the “Cameras” collection.
Camera and Light Group
Creates camera or light objects as children of an empty object. Each camera or light is configured with a "Track To" constraint, with the empty acting as both the parent and the target. Additional groups will be named sequentially.
Example: The first group/parent will be named “Light_G1,” followed by “Light_G2” and so on. Each group’s children will be named in numerical sequence, such as “Light_G1_01,” “Light_G1_02,” “Light_G1_03,” and so forth. Move the parent or “Target” to set the desired focal point for your composition, and adjust the camera as it pivots around this focal point. Camera duplicates will stay organized within the hierarchy.
Combo Breaker
Separates an object by loose parts, centers the origin to geometry, and employs a new naming scheme for readability and organization.
Example: A complex mesh, like an engine, may contain many elements—too many to name individually in a reasonable amount of time. Combo Breaker separates the mesh by loose parts and renames them sequentially. For instance, the “Engine” mesh will be broken down with each part named as follows: “Engine_Part_001,” “Engine_Part_002,” and so on.
Secondary Operation: Name Sync (see below).
Dual Screenshot
A dual screenshot function that saves two PNG captures to a “Screenshots” folder in the .blend file’s location. If no .blend file is found, the “Screenshots” folder will be created on the desktop along with an “Untitled” .blend file.
Example: The first is a standard screenshot of the entire Blender application window, the second is an OpenGL viewport render. Note: Material preview mode and Eevee are supported for the hi-res screenshot.
Quick Export
Exports the selected geometry in FBX and OBJ formats (using default settings) in a single click.
Example: Files will be exported to an "Exports" folder at the current .blend file’s location. If no .blend file is exists, an “Untitled” .blend file will be saved to the desktop. The "Exports" folder will be saved to the desktop as well, with a "Textures" folder inside that contains any textures that were applied to the models.
Quick Import
Imports all OBJ and FBX files automatically from the "exports" folder if it exists. If no "exports" folder exists at the current location of the .blend file, the "Downloads" and "Desktop" folders will be searched automatically. Any duplicate imports will initiate a naming sequence.
Example: If a "Door" object already exists in the scene, a duplicate import with the same name will become "Door_02," "Door_03," and so on.
Face Orientation
Simply toggles the face orientation overlay on and off.
Flip Normals
Flips the normals of the selected faces while in edit mode or all faces when in object mode.
Unify Normals
Simply reorientates the normals to the “outside” of the selected mesh. Object mode only.

Name Sync
Passes down an object’s name to its object data for a more organized scene and labels any parent object as such through aparent-child hierarchy. Select one or more objects or the “root object” parent in the hierarchy and click “Name Sync.”

Name Sync Plus
Passes down the name of a root object throughout a large parent-child hierarchy where renaming many items isn't reasonable in a short amount of time. Adds “generational tags” to enhance readability in larger, more complex relationships.

Cleanup
Removes all empty collections, empty material slots, purges all orphan data. Data marked as a “Fake User” are unaffected.
Back to Top