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- [Pierre] In this video,
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we'll see how to append
or link our character
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into a new Blender scene.
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At the time I'm recording this video,
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the linking system is
still under development.
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So I will just give you the very basic
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to be able to input your
character in a new scene
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to create whatever shots you want.
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You can use two different methods.
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The first one will be
to append our assets.
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I have a new Blender scene open.
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I will get rid of everything,
go to File, Append.
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From there, I can search
into the file folder
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for the final squirrel file.
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Blender files are containers,
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and as soon as I will select it,
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a bunch of folders will appear.
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You can contender the
blend file as zipped file.
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You will find a hierarchy of folders
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containing all the assets you have
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in your original Blender file.
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Wherever it's your mesh
data, the scene options,
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the materials, the world, et cetera.
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And it also includes the collection.
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So if I click my collection
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and import my squirrel collection,
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Blender will append
the squirrel collection
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including the squeal
object and the armature.
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And it will also append
everything used by this collection
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whether it's the material of our squirrel
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or the widget object I've
used to create the rig.
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So I can select all of those
objects in the collection
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and in the 3D viewport,
press X to delete them.
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From there I can use the rig
and the squirrel character,
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as we will do, in the original file.
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If I open the action editor now,
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Blender has imported the
run cycle only animation
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because it was the one
that was used in the file.
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Since all the action were
not assigned to the armature
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on the origin file, they were not used
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and hence not imported.
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So I can go to File and Append again
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and browse for the action
in our squirrel file.
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And I can choose whatever
action I want to import.
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Now I can find them in my action library
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but they have no users.
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So remember, if you want to keep them
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while saving and closing your file,
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you need to add a fake user.
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So basically, appending an asset
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is like copy and pasting
it from another file.
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Let's now have a look to linking.
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In an empty Blender file,
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I will go to File, Link and
browse for my original file.
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Go into the collection
and link the collection.
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I get something pretty close
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to what we had when I've
appended the collection.
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I can see my squirrel, I can see the rig,
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when I go into preview mode
to material seems to work.
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In the action editor,
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there seems to be the
animation in the library.
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The main difference we can here
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is that our characters seems
to be attached to an empty
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and it's currently an empty object.
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And this empty object
is currently instancing
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the collection of our squirrel.
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So it's not an independent
copy of the collection
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but currently some kind of a clone
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where I can't edit in, I only
have access to object mode.
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And it's the same for the action.
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If I unfold it,
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you can see that the key
frame are not exposed
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and I can't modify them.
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To be able to access our rig,
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we need to go into the collection
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and find our collection under
the collection instance.
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This little chain icon is here to tell us
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this is a linked data.
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Right click on it and under ID data,
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go to add library override hierarchy.
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It has created a new
collection called Squirrel
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with a new icon showing a
chain across by an arrow.
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Those are still a linked asset,
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but we can now access our squirrel object
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and also our squirrel armature.
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So I can get rid of my squirrel instance.
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The cool thing is that I
can now go into pause mode
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onto my armature and they
can manipulate my character
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as we will do in your original file.
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But if I want to edit
my character, I can't.
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Blender will output an error message
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because I can't did the data of my object
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nor the data of the mesh.
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We can see that the data are grayed out.
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So basically, they don't
belong to this Blender file
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but to another Blender file.
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So we can use those data,
but we can't modify them.
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And it's the same with the armature,
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I can't go into edit mode.
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And it's also the same
with animation data,
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we can't edit the current animation.
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But since we can access our rig
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we can create new animation if we want.
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And the cool thing
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is that we can make the
current animation local
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so I can import all the link an animation
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we have made previously,
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make it local So is that
it's currently a copy
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of the animation and we
can modify it at will.
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To make it local, just select the action
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and click on the chain.
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It will become a local action,
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or you can simply duplicate the action
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and it will create a local action
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that is exactly the
same as the linked one.
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The big benefit of used linked assets
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is that if the asset gets
modified in the original file,
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it will be updated in our scene.
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To do so, I just need to
go in your original file,
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modify the color of the
character for example,
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or its shape, save it.
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Then in the Blender
file where we are using
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those linked data, We can
save this file for example,
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and just revert it or reload it
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so that it will update
all the linked data.
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So while, as animators,
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we want to be able to create
a new animation, which we can,
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we may not want to mess up with
the rig all with the object.
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And if in the meantime,
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the character artist is
updating our character,
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Whenever we go back to the
scene to continue on animating
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it will update automatically.
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So using linked asset is
super powerful in production.
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To summarize, we have seen
that when we append data
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from one Blender file to another,
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it creates an original copy,
it's like using copy and paste.
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When we link asset it will
currently create an empty object
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with an instance of the asset.
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To be able to use those assets
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we need to create a library override.
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The big benefit of library override
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is that we can use the
data from those assets
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but we can't edit them, so
they are kind of protected.
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And whenever the source
file is getting updated
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our current file will be updated too,
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making it perfect for team work.
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So using a linked asset library
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is perfect for teamwork
or large-scale projects.
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