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Blender Addon

Phlanka DayZ Texture Tools is a Blender 5.0+ addon that covers every stage of a DayZ mod workflow — from browsing and applying materials, to baking and animating textures, to generating the config files your mod needs to run.

Each tool is sold and licensed separately. Your Phlanka account controls which tools are unlocked. Tools you have not purchased will show a locked placeholder panel instead of the full UI.


Installation

The addon is delivered as a .zip file. Blender 5.0 or newer is required.

  1. 1

    Download the zip

    Download the addon zip from your Phlanka dashboard.

  2. 2

    Drag and drop into Blender

    With Blender open, drag the .zip file from your file browser and drop it directly onto the 3D Viewport. Blender will detect it as an extension and open the install dialog automatically. Confirm the installation in that dialog.

  3. 3

    Activate your license

    Once installed, enter your license key in either of these two places:

    • The Phlanka material overlay at the bottom of the 3D Viewport.
    • Edit → Preferences → Add-ons, find Phlanka — DayZ Texture Tools and enter your key there.

    The addon validates online. Once activated, each tool you own will show its full panel. Tools not included in your license show a locked placeholder.

Auto Convert PNG to PAA Preferences → PAA Conversion

When enabled, the Texture Baker, Texture Animator, and Batch Baker will automatically convert their baked PNG files to PAA format after each bake completes. This requires the ImageToPAA tool that ships with DayZ Tools.

Auto Convert PNG to PAA

Checkbox. Off by default. Enable this to have all bakers automatically run PAA conversion on their output once baking finishes.

ImageToPAA Path

The path to ImageToPAA.exe or the folder containing it. You only need to set this once. The default path is:

C:\Program Files (x86)\Steam\steamapps\common\DayZ Tools\Bin\ImageToPAA

If DayZ Tools is installed in the default Steam location this will work without any changes. If you installed it elsewhere, click the path field and navigate to the correct location.

DayZ Tools required. ImageToPAA is part of the DayZ Tools package on Steam. If you have not installed DayZ Tools, the conversion will fail silently and only the PNG files will be kept.

Upgrading from the old Phlanka-Library addon

If you have the old Phlanka-Library addon installed, both cannot run at the same time — disable the old one first via Edit → Preferences → Add-ons before installing the new extension.

You can import your saved materials and decals from the old addon into the new one via the addon's Preferences panel.


Getting Started

Once installed and activated, open Blender and find each tool in its panel. Here is a quick orientation.

Where are the panels?

Tool Editor Location
Texture Pack 3D Viewport Sidebar (N key) → DayZ Textures tab
Texture Baker Properties Render Properties tab → DayZ Texture Baker panel
Texture Animator 3D Viewport Sidebar (N key) → Tool tab → DayZ Texture Animator
Batch Baker Properties Render Properties tab → DayZ Batch Baker panel
Import Cleanup Properties Object Properties tab → DayZ Import Cleanup panel
Model Separator Properties Object Properties tab → DayZ Model Separator panel
Collections Catalogue 3D Viewport Sidebar (N key) → Tool tab → Collections Catalogue

P:\ drive requirement

The Texture Animator and Batch Baker write all output directly to P:\. This is the DayZ Tools mapped drive. Make sure DayZ Tools is installed and the P: drive is mounted before using those two tools.


Texture Pack

The Texture Pack lets you save your own Blender materials into a personal local library and re-apply them to objects in any project. Find the panel in the 3D Viewport Sidebar → DayZ Textures tab.

Local Material Library

This section lets you save the active object's material to a named slot in your local library, then apply any saved material back onto objects later. All saved materials are stored as .blend files inside the addon's library folder and persist between Blender sessions and projects.

Saving a material

Name

Text field. The display name for this material in your library. Keep it descriptive — e.g. DayZ_GreenCamo.

Category

Text field. An optional category label used to group materials when browsing — e.g. Clothing or Weapons.

Tags

Text field. Optional comma-separated keywords to help you find the material later — e.g. camo, green, military.

Save

Saves the active object's material under the name you entered. A .blend snapshot is written to the library folder. Requires an object to be selected in the scene with a material assigned.

Applying a saved material

Material

Dropdown list of all materials saved in your local library. Select the one you want to apply.

Apply

Appends the selected material from the library and assigns it to the active object. The object must be selected in the scene before clicking Apply.

Render Preview

Triggers a background render of the selected material to generate a preview thumbnail. The preview is cached and used as the icon for that material slot. Renders run silently in the background — Blender remains usable while the render runs.


Texture Baker

Bakes DayZ-compatible textures from your Blender materials using Cycles. Find the panel in Properties → Render Properties → DayZ Texture Baker. Select the objects you want to bake before clicking Bake Selected.

Output Folder

Displays the current output directory as a text label, or an error notice if no folder is set. All baked textures and the optional RVMAT file are saved into this folder.

Select Folder

Opens a system folder browser. Navigate to your desired output directory and confirm. Unlike the Animator and Batch Baker, the Texture Baker lets you choose any folder — it is not locked to the P:\ drive.

Bake Settings

Resolution

Dropdown that sets the pixel dimensions for all baked textures in this bake. Options: 512, 1024, 2048, 4096, 8192, Custom. Default: 1024.

Width / Height

Only visible when Resolution is set to Custom. Two separate dropdowns for width and height. Both accept the same power-of-two values: 512, 1024, 2048, 4096, 8192.

Advanced Render Settings (foldout)

Click the arrow next to "Advanced Render Settings" to expand this section.

Samples

Number of Cycles render samples used per bake. Default: 64. Range: 1–4096. Higher values produce cleaner results but take longer. For most DayZ assets 32–64 is sufficient.

Denoise

Checkbox. When enabled, Cycles denoising is applied after baking. Default: on. Denoising removes grain at lower sample counts.

Island Margin

Dropdown with two options: Full Margin (uses the recommended dilation margin automatically) and Custom Margin (lets you type a value). Default: Full Margin.

Custom Margin Value

Only visible when Island Margin is set to Custom. Sets the pixel padding around each UV island. Default: 16. Range: 0–64.

Output Options

Toggle buttons arranged in a two-column grid. Only the maps you have enabled are baked and saved. Each toggle is independent — you can bake just CO and NOHQ without baking SMDI, for example.

Map Default What it bakes
COOnBase colour / albedo texture from your material's colour channels.
NOHQOffNormal map. Bakes surface normals in DirectX format (Y-flipped).
SMDIOffComposite: R = specular (fixed white), G = metallic, B = glossiness.
EMOffEmissive / glow map baked from the material's emission output.
ASOffAmbient shadow (ambient occlusion). Baked from scene geometry.
RVMATOffNot a texture — generates a .rvmat material file alongside the textures.

RVMAT Template

This section appears when the RVMAT output toggle is enabled. It controls the material values written into the generated .rvmat file.

Preset bar

Preset

Dropdown listing all built-in and custom saved RVMAT presets. Selecting a preset instantly fills all the RVMAT value fields below. Select Custom to edit values manually without loading a preset.

Trash icon

Delete the currently selected preset. Disabled for built-in presets — you can only delete presets you have saved yourself.

Preset Name

Text field. The name to give the preset when saving. Type a name here before clicking Save.

Save

Saves the current RVMAT values under the name you typed. Saved presets appear in the Preset dropdown immediately and persist between Blender sessions.

Surface Colors

Ambient R/G/B
Controls how the surface responds to ambient (indirect) lighting. Higher values make the surface brighter in shadow. Default: 1.0, 1.0, 1.0.
Diffuse R/G/B
Controls the diffuse reflection colour. This multiplies the base colour in DayZ's lighting model. Default: 1.0, 1.0, 1.0.
Emissive R/G/B
Only visible when EM is enabled. Sets the emissive colour multiplier in the RVMAT. Leave at 0,0,0 for non-glowing assets. Default: 0.0, 0.0, 0.0.
Specular R/G/B
The colour and intensity of the specular highlight in DayZ. Low values (0.1–0.3) are typical for most surfaces. Default: 0.1, 0.1, 0.1.
Specular Power
Controls the sharpness and size of the specular highlight. Higher values produce a smaller, sharper highlight. Typical range for DayZ assets is 10–100. Default: 2.0 (range 1–2000).
Fresnel N
Fresnel rim factor N. Controls the angle at which the edge-glow effect appears. Advanced — leave at default unless you know what you are changing. Default: 0.4.
Fresnel K
Fresnel attenuation K. Works alongside Fresnel N. Advanced — leave at default for most assets. Default: 0.2.
Env Map
Path to the environment map texture used in Stage7 of the RVMAT. This is the default DayZ land environment map. Change it only if you have a custom environment map for your mod. Default: dz\data\data\env_land_co.paa.

Bake Selected

The large button at the bottom of the panel. Starts the bake job for all selected objects in the scene. Each enabled output map is baked in sequence. A progress indicator appears in the Blender header during baking. The button is disabled if no output folder is set.

Output files are named after the active object: {ObjectName}_co.tga, {ObjectName}_nohq.tga, etc. The RVMAT is named {ObjectName}.rvmat.


Texture Animator

The Texture Animator bakes one set of textures per animation frame and generates a complete DayZ reskin mod — textures, RVMAT files, and a config.cpp — all written directly to the P:\ drive. Find the panel in 3D Viewport Sidebar (N) → Tool tab → DayZ Texture Animator.

Use this tool when you want a DayZ item to switch between different texture variants — for example, seasonal skins or team-coloured variants — driven by a hidden selection animation.

Output Folder

Shows a read-only preview of the output path built from your Mod Folder and Class Name: P:\{ModFolder}\{ClassName}\data. This path cannot be changed — all animator output goes to the P:\ drive. The path updates live as you fill in the Mod Settings fields below.

Bake Settings

Same controls as the Texture Baker: Resolution dropdown, Advanced Render Settings foldout (Samples, Denoise, Island Margin). See the Texture Baker section for full descriptions of each field.

Animation Settings

These values are kept in sync with Blender's timeline automatically. Changing the FPS or frame range here updates the Blender render settings, and vice versa.

FPS

Frames per second for the animation. Default matches the scene's current FPS (usually 30). Range: 1–240. This value is written into the generated config.cpp animation definition.

Start Frame

The first frame to bake, corresponding to Blender's timeline start. Default: 1.

Frame Count

How many frames to bake in total. One set of textures is produced per frame. A Frame Count of 1 produces a static (non-animated) export. A Frame Count of 4 produces 4 sets of textures, one for each frame.

Ping-Pong

Toggle button. When enabled, Blender's timeline preview plays forward then reverses back — useful for visualising the animation cycle without looping it. Does not affect what is baked or generated, only the in-Blender playback.

Mod Settings

Defines the class and config structure for the generated mod. These values are written directly into the config.cpp produced by Generate.

Mod Folder

The name of your mod's top-level folder on the P:\ drive. Example: MySwordMod. This becomes P:\MySwordMod\. No spaces — use underscores.

New Class

The internal class name for the reskin. Must be unique, use only letters, numbers, and underscores. Example: MySword_RedSkin.

Original Class

The DayZ base class your reskin inherits from. Example: SurvivorBase. Must match an existing class in DayZ or a required addon.

Display Name

The name shown in-game when a player inspects the item. Spaces are allowed here — this is a readable label, not a code identifier.

Description

A short text description shown in-game. Spaces allowed.

Author

Your name or team name. Written into the config as the mod author.

Config Type
Dropdown. Determines which top-level config block the class is placed in:
CfgVehicles Default. Use for clothing, props, vehicles, and most items.
CfgWeapons Use for weapons and attachments.
CfgMagazines Use for magazines and ammo containers.
CfgAmmo Use for ammo types and projectiles.
CfgNonAIVehicles Use for static objects and simple vehicles.

Hidden Selections

A hidden selection links a part of the model to a texture slot in DayZ. Each selection entry here corresponds to one texture-swappable part of the item. Most items have one hidden selection; layered clothing can have several.

Mesh

Object picker. Search for and select the Blender mesh object that corresponds to this hidden selection. The bake runs on this mesh.

Selection Name

Text field. The name DayZ uses to identify this hidden selection, e.g. Body. Must match the selection name in the model's .p3d file. Case-sensitive.

+ button

Adds an additional selection name to this selection block. Use this when one mesh maps to more than one hidden selection name (e.g. Body and Body_Damaged).

X button (per selection)

Removes this entire selection block from the list. The first selection cannot be removed.

Add Hidden Selection

Adds a new blank selection block to the list. Use this for multi-mesh items where different parts of the model have separate texture slots.

Add Personality / Remove Personality

Toggles a special personality hidden selection. In DayZ, a personality selection is used for character-type items (e.g. survivor appearance variants). Only needed for specific item types that use the personality system.

Required Addons

Lists the PBO addons your mod depends on. These are written into the requiredAddons[] array in the config. The first entry is always DZ_Data and cannot be removed.

Add Addon

Adds a new blank text field to the Required Addons list. Type the addon's PBO name — e.g. DZ_Characters_Heads.

X button

Removes that addon entry. Only entries beyond the first can be removed.

Output Options

The same toggle grid as the Texture Baker: CO, NOHQ, SMDI, EM, AS, RVMAT. Frame 1 always bakes whichever maps you have ticked. When Frame Count is greater than 1, an additional Is Animated sub-section appears.

Is Animated (shown when Frame Count > 1)

For multi-frame exports, you can choose which maps are baked on frames 2 and beyond. This saves time if, for example, the normal map does not change between frames — untick NOHQ here and only the colour texture will be baked for the additional frames. Frame 1 always bakes everything you have ticked above, regardless of these per-map toggles.

When RVMAT is enabled, the same RVMAT Template section appears as in the Texture Baker — see Texture Baker → RVMAT Template for a full description of every field.

Generate and Generate in Background

Generate

Runs the full mod generation pipeline in the foreground. Blender will be unresponsive while generating. Progress is shown in the Blender header. Use this for small frame counts where you are happy to wait.

Generate in Background

Launches a separate headless Blender process to run the generation. Blender stays fully usable while the background process runs. The job appears in the Background Baking section below with a live progress bar.

Background Baking

Displays all headless generation jobs currently running. Each job shows:

Class name + ID

The class being processed and the process ID of the background Blender instance.

Progress bar

A percentage bar showing overall completion. Updates every ~0.5 seconds automatically.

Rendered: N/Total

How many individual texture images have been rendered so far out of the total expected.

Cancel

Stops the background process for this job. Any textures already written remain on disk. Cancelled jobs are removed from the list.

If no jobs are running, the section shows "Nothing Running in Background."


Batch Baker

The Batch Baker processes multiple DayZ classes in a single background run — each class can have its own hidden selections, output maps, resolution, and RVMAT settings. It also generates config.cpp and, optionally, types.xml for each class. Find the panel in Properties → Render Properties → DayZ Batch Baker.

Batch Presets

Save and load complete batch configurations so you can re-run the same set of classes without re-entering everything. Presets are stored as JSON files in the addon folder.

Preset dropdown

Lists all saved batch presets by name. Select one to make it ready for loading.

Load

Applies the selected preset — fills in all class names, selections, output options and RVMAT settings from the saved data.

Name

Text field. The name to give the preset when saving.

Save

Saves the current batch setup as a named preset.

Global Settings

These settings apply to the entire batch run.

Mod Folder

The mod's top-level folder name on the P:\ drive. Example: MyMod → output root becomes P:\MyMod\. No spaces.

Batch Name

A subfolder name within the mod folder for this batch. Example: JacketSkins → files go into P:\MyMod\JacketSkins\data\.

Author

Your name or team name, written into every generated config.cpp.

Config Type

Global default Config Type for all classes (CfgVehicles, CfgWeapons, etc.). Each class can override this individually.

Required Addons

Same as in the Texture Animator. The first entry is always DZ_Data. Add additional addon dependencies with Add Addon and remove extras with the X button.

Per-Class Settings

Each class in the batch is shown as a collapsible block. Click the arrow to expand or collapse a class. The block header shows the class name, or "Class N" if no name is set yet. Classes beyond the first have an X button to remove them.

Class Name

The new class identifier. Must be unique across the batch and must not already exist in the target config.cpp. An error is shown in red if a duplicate or conflict is detected.

Original Class

The existing DayZ class this one inherits from.

Display Name

In-game readable name. Spaces allowed.

Description

Short in-game description. Spaces allowed.

Config Type

Per-class override for the config section. Includes a "Custom" option to type any config type name.

Hidden Selections, Output Options, Resolution

Each class has its own Hidden Selections block and Output Options toggles (CO, NOHQ, SMDI, EM, AS, RVMAT) and a Resolution dropdown — all working the same way as in the Texture Animator.

Types.xml (foldout)

Click the arrow next to Types.xml to expand this section. Enable the Generate types.xml toggle to include this class in the generated types.xml spawn table file.

Field Default What it controls
Nominal 1 Max number of this item that should exist in the world at once.
Min 1 Minimum number that should exist before the server restocks.
Lifetime 3600 How long (seconds) the item persists on the ground before despawning.
Restock 0 Seconds between restock attempts. 0 = restock whenever possible.
Quant Min -1 Minimum quantity/stack size. -1 = use item default.
Quant Max -1 Maximum quantity/stack size. -1 = use item default.
Cost 100 Relative spawn weighting. Higher = more common.
Category Clothes Item category for loot table grouping.

Flags

Checkboxes: Count in Cargo, Count in Hoarder, Count in Map, Count in Player, Crafted, Deloot. These control the DayZ item flags in the types.xml entry.

Spawn Usage

Checkboxes for which location types this item can spawn in: Military, Police, Medic, Firefighter, Town, Village, Hunting, School, Industrial, Farm, Coast. Default: Town and Village enabled.

Value Tiers

Checkboxes for Tier 1, 2, 3, 4. These map to DayZ's zone tier system and control where in the map the item can appear. Default: Tier 1 enabled.

RVMAT Template (foldout, per class)

Shown when the RVMAT output toggle is enabled for this class. Contains the same Preset, Surface Colors, Specular, Fresnel N/K, and Env Map fields as described in Texture Baker → RVMAT Template, but applied only to this class.

Additionally contains a Custom Paths foldout. When expanded, for each RVMAT-enabled map (NOHQ, SMDI, AS, EM) you can tick Custom Path and provide a .paa path from the P:\ drive. When a custom path is enabled for a map, that map's bake is skipped and the custom path is written directly into the RVMAT instead — useful when you want to reuse an existing texture rather than re-baking it.

Add Class / Generate in Background

Add Class

Adds a new blank class block to the batch. There is no limit to the number of classes.

Generate in Background

Launches the batch as a headless Blender process. The button is disabled if Mod Folder or Batch Name are empty, or if any class name conflict is detected. Conflicts are highlighted in red on the relevant class.

Background progress is shown in the Background Progress section at the bottom of the panel, identical to the Animator's Background Baking section.


Import Cleanup

Imports Arma MLOD .p3d files into Blender and provides a tool for analysing which hidden selection name is most likely used by any given mesh. Find the panel in Properties → Object Properties → DayZ Import Cleanup.

MLOD format only

This tool can only import MLOD format .p3d files — the editable format produced by DayZ Tools. It cannot import ODOL format files (the compiled format used by the game). If your .p3d is ODOL, you must convert it to MLOD first using a third-party tool such as deODOL before importing.

Importing a model

The importer is accessible from Blender's file menu, not from a button in the panel:

  1. 1 In Blender, go to File → Import → Phlanka P3D (.p3d).
  2. 2 A file browser opens. Navigate to your MLOD .p3d file and click the import button.
  3. 3 The model is imported and the cleanup pipeline runs automatically — hierarchy, naming, and unused data are all handled during the import.
  4. 4 The panel's Importer Info foldout records the name of the most recent import.

Importer Info (foldout)

Click the arrow next to Importer Info to expand this section. It shows a reminder to use File → Import → Phlanka P3D and displays the name of the most recently imported model as a reference.

Hidden Selection Tools

This is the main interactive section of the panel. Select exactly one mesh object in the scene to activate it. The panel analyses the mesh's vertex groups and estimates which name is most likely to be the correct hidden selection name.

When one mesh is selected, the panel shows a table of the top three vertex groups ranked by how many vertices they contain:

Column What it shows
Name The vertex group name, which corresponds to a hidden selection name in the original .p3d.
% Chance What percentage of the mesh's total vertices are in this group. The group covering the most vertices is the most likely hidden selection for this mesh.
Poly Count The raw number of vertices assigned to this group.

This analysis is correct for more than 90% of standard DayZ models. Use the top result as the Selection Name when setting up hidden selections in the Animator or Batch Baker. For complex multi-LOD models, verify the name against the original .p3d in Object Builder.

If no mesh is selected, or if more than one mesh is selected, the section shows an instruction to select exactly one mesh. If the selected mesh has no vertex groups, it shows "No vertex groups found."


Model Separator

Splits a single mesh object into separate objects, or merges previously separated objects back into one. Useful for preparing models that have multiple distinct texture areas that need to be handled as separate hidden selections. Find the panel in Properties → Object Properties → DayZ Model Separator.

Target

Object

Dropdown listing every mesh in the scene, plus an Active Object option at the top. Select Active Object to use whatever is currently selected in the 3D Viewport, or pick a specific mesh by name. The selected mesh is the one that will be separated or merged.

Separate and Merge

Separate

Splits the target mesh into individual objects. The separation logic is handled by the runtime — each part of the mesh that can be separated (by loose parts, material slots, or vertex groups, depending on the runtime implementation) becomes its own Blender object.

Merge

Combines the selected objects back into a single mesh. All selected mesh objects in the viewport are joined together. Useful for undoing a separation or for combining multiple imported parts before baking.


Collections Catalogue

The Collections Catalogue lets you snapshot a Blender collection — its objects, materials, and optionally baker and animator settings — and re-apply it to any project. Find the panel in 3D Viewport Sidebar (N) → Tool tab → Collections Catalogue.

Save Collection

Captures a collection from the current scene and stores it in the catalogue.

Collection

Dropdown listing all collections in the current scene, with hierarchy indentation. Select the collection you want to save. The scene root collection is also listed, allowing you to snapshot the entire scene.

Save

Opens a dialog asking for a name for the saved entry. After confirming, the collection is saved as a .blend snapshot in the catalogue's library folder. The entry appears in the Browse list immediately. When saving, you are also given options for what additional data to include: Baker settings (bake output path, resolution, RVMAT values), Animator settings (selections, class names, etc.), and Materials.

Browse

Filters the collection list to help you find what you are looking for.

Search

Text input. Filters the list to collections whose name contains the text you type. The filter is applied live as you type.

Category

Dropdown. Filter the list to a specific category, or leave at All Categories to see everything. Categories are generated automatically from the category values assigned when collections were saved.

Collections List

Shows all saved collections matching the current filter. Each row is a radio button with the collection's name. Click a name to select it — the entry becomes highlighted and a Details panel appears below.

Trash icon

Appears on the selected row only. Clicking it shows a confirmation prompt then permanently deletes the collection from the catalogue — the saved .blend snapshot and catalog entry are both removed.

Details

Shown when a collection is selected. Displays the collection's category and which types of data were saved with it:

  • Baker data saved — this entry includes baker settings (output path, resolution, RVMAT).
  • Animator data saved — this entry includes animator settings (selections, class configuration).
  • Materials saved — this entry includes the materials from the saved collection.
Apply

Appends the saved collection into the current scene. Any baker or animator settings stored with the collection are also restored. The applied collection appears in the scene's outliner under its original name.

Delete

Same as the Trash icon in the list — permanently removes the entry and its stored .blend file after confirmation.


Tips & Troubleshooting

Common issues and how to resolve them.

The panels are blank or show a "This tool is not included in your plan" message

Your license does not include this tool, or the license has not been activated. Go to Edit → Preferences → Add-ons → Phlanka DayZ Texture Tools, check that your license key is entered correctly, and click Activate. The addon validates online, so an internet connection is required.

I see "Legacy add-on detected" instead of the panel content

You have an older version of the Phlanka-Library addon still enabled alongside the new Blender extension. The two cannot run at the same time. Go to Edit → Preferences → Add-ons, find the old Phlanka-Library entry and disable it, then restart Blender.

The Texture Baker's "Bake Selected" button is greyed out

No output folder has been set. Click Select Folder in the Output Folder section and choose a destination directory before baking.

Baked textures are black or completely empty

The most common cause is that the selected object has no UV map, or the UV map is not unwrapped. In Blender, open the UV Editor, select the object, go into Edit Mode, and verify the UVs cover the UV space. Also check that the object has a material with texture nodes connected — baking reads from the material, not the 3D paint.

The Texture Animator output path shows P:\{ModName}\{ClassName}\data — the fields are empty

Fill in the Mod Folder and New Class fields in the Mod Settings section. The output path is built live from those two values.

Generate in Background fails immediately or does not appear to do anything

Confirm that the P:\ drive is mounted — open File Explorer and check that P:\ is accessible. Also confirm that Mod Folder and Batch/Class Name fields are filled in and contain no spaces. Check the Blender system console (Window → Toggle System Console) for any error messages from the background process.

The Batch Baker shows a red "Class already exists in target config.cpp" error

The class name you entered already exists in the config.cpp file at the target output path. Either rename the class or delete the conflicting entry from the existing config.cpp before running the batch. The Generate in Background button remains disabled until all conflicts are resolved.

Import Cleanup says "No vertex groups found" on my mesh

The mesh was either not imported using the Phlanka P3D importer, or it is a mesh that genuinely has no vertex groups — for example, a simple prop with only one material and no named selections. In that case, manually type the hidden selection name when setting up the Animator or Batch Baker.

The "Import Phlanka P3D" option does not appear in File → Import

The Import Cleanup module is not included in your license, or the addon is not enabled. Check the addon is active in Preferences and that your license includes the Import Cleanup tool. If it is licensed but the menu item is missing, restart Blender.

A Background Baking job shows 0% and never progresses

The headless Blender process may have failed to launch. Open Task Manager and check whether a background Blender process is running. If not, check that Blender is installed correctly and that the P:\ drive is accessible. Clicking Cancel on the stuck job removes it from the list so you can try again.

Collections Catalogue shows "No saved collections yet"

You have not saved any collections yet, or the search/category filter is hiding them. Clear the search field and set Category to All Categories. To start building the catalogue, select a collection in the scene, give it a name in the Save Collection section, and click Save.