SE Blueprinter is an online tool to convert 3D models into Space Engineers blueprints.
Try it now at https://imivi.github.io/se-blueprinter
- Supports both cubes and sloped blocks (full list below)
- Choose between large/small grids, and heavy/light armor
- Make meshes hollow
- Upload your 3d model. The format must by GLTF binary (
.glbextension). If you have an STL or another format you can use Blender to convert it to .glb - Pick between large/small grid, heavy/light armor, and static/ship grid.
- Optionally, enter your player information
- Create the blueprint preview. You can view the generated preview layer by layer.
- Download the blueprint as a zip file. Unzip it and place the folder inside the SE blueprints folder. By default it's
C:/Users/<YOUR_USERNAME>/AppData/Roaming/SpaceEngineers/Blueprints/local/
Here's a few tips to achieve the best results using SE Blueprinter.
Before exporting your 3D model, make sure to:
- apply rotation and scale to all meshes! (in Blender: select meshes >
CTRL+A>Rotation & Scale) - apply modifiers to all meshes (in the Blender export dialog:
Data>Mesh>Apply Modifiers)
SE Blueprinter relies on face normals (i.e. the direction that the faces are facing) to detect where blocks should go, so if the normals are wrong you may end up with missing blocks.
To fix this, make sure that all mesh faces are oriented outward. This is easy in Blender:
-
Select the mesh
-
Enter edit mode (tab)
-
Show normals: in
Mesh edit mode, click on the icon forDisplay normalsand increase thesizeslider: -
Still in edit mode, select all faces (shortcut:
A) -
hit
mesh>normals>recalculate outside
Removing unnecessary faces, edges and vertices can improve both accuracy and performance.
- Select a mesh
- Enter edit mode (tab)
- Select all faces (shortcut:
A) - hit
mesh>delete>limited dissolve
Compare before and after:
More info: https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/delete.html#limited-dissolve
For the best results, every mesh should be "watertight" or "solid", meaning that all mesh faces create a single continuous surface with no gaps or holes, thus the back of these faces is never visible from the outside. This kind of mesh is also called "manifold".
In Space Engineers, the size of a large block is 2.5m, and a small block is 0.5m. However, SE Blueprinter treats 1m as 1 block, regardless of the grid size you pick.
The blueprint is missing some blocks / it has blocks that should not be there
- Make sure the face normals of the 3D model are facing outwards
- Try changing the raycast direction before generating the blueprint
- Try splitting the model into multiple meshes, as this can improve accuracy as well as performance
Is this tool safe to use? Are my blueprints being uploaded somewhere?
SE Blueprinter runs entirely in your browser, so all your data stays private.
Only armor blocks are supported.
- three-mesh-bvh for improving raycasting performance
- https://polyhaven.com/a/pizzo_pernice_puresky for the background environment map
- Edit
src/blocks/block-names.csvand add the names for the new blocks - run
npm run save-block-namesto convert the csv to json (src/blocks/block-names.json) - Edit
src/models/blocks.blendadding the blocks in all orientations - Export to
public/cubes.glb - Re-create the block signatures (steps below)
- Run the webapp in debug mode: http://localhost:5173/se-blueprinter?debug=true
- Load any example model
- In the debug panel, click on
copy signatures - Paste the signatures in
src/blocks/block-signatures-38.json






























