PYSIDE6-BALSAM(1)

πŸ“¦
version 6.11.2 Β· 2 versions
, in ubuntu stonking

πŸ’– pyside6-balsam πŸ’–

okay so bestie, pull up a chair, grab a boba, because we are talking about pyside6-balsam β€” a lil tool from the PySide6 crew (manual section 1, iykyk) that is, and I quote, just balsam. no cap. that's the whole name. iconic.

✨ SYNOPSIS ✨

balsam [options] sourceFilename

πŸ¦‹ DESCRIPTION πŸ¦‹

It converts graphical assets to a runtime format for use with Qt Quick 3D. that's it, that's the vibe. your pretty little 3D files go in, a runtime-ready format comes out, and Qt Quick 3D eats it up. slay. πŸ’…


πŸŽ€ OPTIONS πŸŽ€

bestie there are a LOT of these. like, a comedic amount. I'm not skipping a single one though, we're doing this together. hydrate. get comfortable. πŸ’œ

  • -h, --help β€” shows you the help for the commandline options. the classic cry for help, but make it helpful.
  • --help-all β€” shows help including the generic Qt options. the deluxe version. the help with extra sprinkles. πŸ“
  • --outputPath, -o <outputPath> β€” sets where the generated file(s) get placed. default is the current directory. so if you don't say anything, it just dumps stuff right here where you're standing. rude but fine. πŸ’€
  • --no-plugins β€” disables assetimporter plugin loading, so it only considers built-ins. no outside opinions allowed.
  • -f, --options-file <file> β€” loads options from <file>. yes, options inside an options file, we love a nested situation.
  • --disable-preTransformVertices β€” turns off the preTransformVertices thing. see below for what that is, it's a whole moment.
  • --disable-removeComponentTangentsAndBitangents β€” disables the removal of Tangents and Bitangents components. they stay. periodt.
  • --disable-removeComponentTextures β€” disables removing embedded texture components, so your textures stay right where they are.
  • --disable-generateMipMaps β€” turns off the force-mip-maps situation.
  • --transformUVCoordinates β€” this step applies per-texture UV transformations and bakes them into stand-alone vtexture coordinate channels. baking, but for geometry. chef's kiss. ✨
  • --recalculateLodNormalsMergeAngle <recalculateLodNormalsMergeAngle> β€” maximum angle in degrees to consider for normal smoothing/merging.
  • --globalScale β€” this step will perform a global scale of the model. everything. all of it. scaled. 🫢
  • --disable-globalScale β€” no global scale today bestie, we're not doing that.
  • --disable-findDegenerates β€” disables the search-and-rescue for degenerate primitives.
  • --useFloatJointIndices β€” stores joint indices as floating point numbers for GLES 2.0. specifically GLES 2.0. it's giving legacy support, and honestly? respect.
  • --calculateTangentSpace β€” calculates the tangents and bitangents for the imported meshes. the math girlies are eating today. πŸ”₯
  • --disable-calculateTangentSpace β€” turns that tangent space math off.
  • --fbxPreservePivots β€” sets whether the fbx importer will preserve pivot points (as extra nodes).
  • --disable-generateNormals β€” no new normals for all faces of all meshes. not today.
  • --disable-splitLargeMeshes β€” keeps your large meshes large. no splitting, no sub-meshes.
  • --disable-designStudioWorkarounds β€” disables the Design Studio compatibility workarounds. no extra accommodating energy.
  • --recalculateLodNormals β€” calculates new normals when necessary for Generated Mesh Levels of detail.
  • --disable-improveCacheLocality β€” leaves your triangles in their original order, cache locality be damned.
  • --improveCacheLocality β€” reorders triangles for better vertex cache locality. the triangles get a glow-up reorder. obsessed. πŸ’…
  • --generateNormals β€” generates normals for all faces of all meshes.
  • --findInvalidData β€” this step searches all meshes for invalid data, such as zeroed normal vectors or invalid UV coords, and removes/fixes them. it's intended to get rid of some common exporter errors. basically the cleanup crew 🧹
  • --removeRedundantMaterials β€” searches for redundant/unreferenced materials and removes them. recycling era ♻️
  • --recalculateLodNormalsSplitAngle <recalculateLodNormalsSplitAngle> β€” maximum angle in degrees to consider for normal splitting, which creates new vertex data.
  • --disable-findInstances β€” no searching for duplicate meshes today, thank you.
  • --disable-expandValueComponents β€” keeps value components small and unexpanded.
  • --disable-useFloatJointIndices β€” stops joint indices being stored as floating point numbers. (rip GLES 2.0 coding)
  • --splitLargeMeshes β€” splits large meshes into smaller sub-meshes. big mesh? no. many small meshes? yes.
  • --useBinaryKeyframes β€” records keyframe data as binary files.
  • --disable-transformUVCoordinates β€” turns off the UV coordinate transformation + baking step.
  • --dropNormals β€” drops normals for all faces of all meshes. literally just letting them go 😭
  • --disable-removeRedundantMaterials β€” keeps the redundant/unreferenced materials. they live here now.
  • --removeComponentBoneWeights β€” removes any bone weights from meshes.
  • --removeComponentNormals β€” removes the Normal component from meshes.
  • --disable-generateMeshLevelsOfDetail β€” no auto-generated mesh Levels of Detail.
  • --disable-fixInfacingNormals β€” leaves those inward-facing normals exactly as they are. we're not flipping anything.
  • --removeComponentUVs β€” removes any UV components from meshes.
  • --expandValueComponents β€” when enabled, value types like vector3d and quaternion will be expanded.
  • --disable-useBinaryKeyframes β€” keyframes will not be recorded as binary files.
  • --disable-manualAnimations β€” turns off manual animation control mode.
  • --optimizeMeshes β€” a postprocessing step to reduce the number of meshes. decluttering your entire 3D life. ✨
  • --disable-optimizeMeshes β€” keeps every mesh, no postprocessing reduction.
  • --disable-recalculateLodNormals β€” disables the LOD normal recalculation.
  • --generateMeshLevelsOfDetail β€” when possible, create mesh Levels of Detail by automatically simplifying the source mesh. auto-simplify, so chic. 🌸
  • --disable-removeComponentAnimations β€” leaves those animation components alone.
  • --findInstances β€” this step searches for duplicate meshes and replaces them with references to the first mesh. found family but make it geometry. 🫢
  • --findDegenerates β€” this step searches all meshes for degenerate primitives and converts them to proper lines or points.
  • --generateMipMaps β€” force all imported texture components to generate mip maps for mip map texture filtering.
  • --disable-removeComponentNormals β€” keeps the Normal components on meshes.
  • --manualAnimations β€” no TimelineAnimations are generated for Timelines so that they can be manually controlled. you're the main character of the timeline now πŸ‘‘
  • --removeComponentColors β€” removes any Color components from meshes.
  • --joinIdenticalVertices β€” identifies and joins identical vertex data sets within all imported meshes. they were the same all along πŸ’–
  • --removeComponentAnimations β€” removes any animation components from meshes.
  • --globalScaleValue <globalScaleValue> β€” the global scale factor.
  • --fixInfacingNormals β€” tries to determine which meshes have normal vectors that are facing inwards and inverts them. reaching in, flipping them around. πŸ’…
  • --optimizeGraph β€” a postprocessing step to optimize the scene hierarchy.
  • --designStudioWorkarounds β€” enable options that are needed to create Design Studio compatible components.
  • --disable-joinIdenticalVertices β€” don't join identical vertex data sets, they can stay separate, it's fine, no pressure.
  • --disable-removeComponentUVs β€” keeps your UV components on the meshes.
  • --disable-optimizeGraph β€” no scene hierarchy optimization. the hierarchy is perfect as it is.
  • --disable-removeComponentColors β€” keeps the Color components. colorful era 🌈
  • --disable-generateSmoothNormals β€” no smooth normals for all vertices.
  • --removeComponentTangentsAndBitangents β€” removes Tangents and Bitangents components from meshes.
  • --disable-removeComponentBoneWeights β€” keeps the bone weights on the meshes.
  • --removeComponentTextures β€” removes any embedded texture components from meshes.
  • --disable-fbxPreservePivots β€” the fbx importer will not preserve pivot points.
  • --disable-findInvalidData β€” skips the invalid data search-and-fix step entirely.
  • --generateSmoothNormals β€” generates smooth normals for all vertices in the mesh.
  • --disable-dropNormals β€” keeps your normals, we are NOT dropping them.
  • --preTransformVertices β€” removes the node graph and pre-transforms all vertices with the local transformation matrices of their nodes.
real talk bestie: basically every positive option here has a matching --disable- twin, so if you're ever like "wait, did I turn that ON or OFF", double check before you ship it. 🫢

🌟 Arguments: 🌟

  • sourceFilename β€” the asset file to be imported. this is your star of the show, the file you're feeding in. give it a name and let it cook. πŸ”₯

and that's the whole page, you made it, I'm so proud of you πŸ’œ

this was pyside6-balsam version 6.11, dated September 2026 β€” catch you in the next man page, bestie. mwah. πŸ’–πŸŽ€πŸ¦‹βœ¨

πŸ“¦ where this page comes from