Version 20.1263 ( Linking Assets Configuring Assets )
Jeison Yehuda Amihud (Blender Dumbass) bu sayfayı düzenledi 3 yıl önce

Linking assets.

So here you have your scene written. Assets created and ready to animate. You create a shot. You add a blend file into the shot. Now what? How will you get your assets into the shot?

You can see under the blend file there are 2 icons. One of them is to link assets from the script into the file. So let's press it.

It will automatically load those assets that were marked inside the shot in the scene text. And if you want edit the selection you can do it from here. To add them back from those in the scene you have the little icon on the top there.

Because Library - Overrides in blender still kind of broken. I made 3 modes of linking. You can see them in the top, right corner of the window.

  • Linking. It will just make instances of the assets in the blend file.
  • Library Overrides. It will make Library Overrides to each asset you link.
  • Proxy. It will make the legacy proxy to the rigs of the assets.

Configure assets

But sometimes you will encounter this type of situation. It means that either /ast/ blend file of the asset is missing or there is no file with linking instruction for this asset. ( autolink.data )

What you can do about this. Is to configure the asset. There is a new button for that above the main progress bar in the asset manager.

The configuration is broken up to 3 steps.

Make the asset.

Of course before the asset is able to go to production it has to be finished first. So the configuartion window will check the checklist of the asset and see whether you are done or not.

Copy the ast blend file

There is a specific folder for final blend files. /ast/ folder. And the linker will refer to it when linking. Actually if you place the blend file there manually. You can bypass the Making the asset step. If there is a file the progress becomes 100% by default.

Choosing Collections and a Rig

When I make rigs there is usually hell of a lot of not needed collections. Stuff like rig elements. Trash objects that used to build the asset. This is not a part of the rig. So in this window you can select your collections that you would like to be linked.

And since we are doing proxies / library overrides we want to know what objects to proxy. Or which one is your rig. Either proxy or library overrides. The script needs to know which one is the rig. So here you go.

Actually I made so if you call the collection exactly as the asset. Then it's selected by default. With the rig it selects every Armature object by default.