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These are the user uploaded subtitles that are being translated: 1 00:00:00,788 --> 00:00:01,621 - [Pierre] In this video, 2 00:00:01,621 --> 00:00:05,270 we'll see how to append or link our character 3 00:00:05,270 --> 00:00:07,870 into a new Blender scene. 4 00:00:07,870 --> 00:00:10,130 At the time I'm recording this video, 5 00:00:10,130 --> 00:00:13,710 the linking system is still under development. 6 00:00:13,710 --> 00:00:15,830 So I will just give you the very basic 7 00:00:15,830 --> 00:00:19,540 to be able to input your character in a new scene 8 00:00:19,540 --> 00:00:21,780 to create whatever shots you want. 9 00:00:21,780 --> 00:00:23,460 You can use two different methods. 10 00:00:23,460 --> 00:00:26,570 The first one will be to append our assets. 11 00:00:26,570 --> 00:00:28,400 I have a new Blender scene open. 12 00:00:28,400 --> 00:00:32,030 I will get rid of everything, go to File, Append. 13 00:00:32,030 --> 00:00:35,580 From there, I can search into the file folder 14 00:00:35,580 --> 00:00:38,020 for the final squirrel file. 15 00:00:38,020 --> 00:00:40,380 Blender files are containers, 16 00:00:40,380 --> 00:00:42,993 and as soon as I will select it, 17 00:00:42,993 --> 00:00:45,640 a bunch of folders will appear. 18 00:00:45,640 --> 00:00:49,570 You can contender the blend file as zipped file. 19 00:00:49,570 --> 00:00:52,030 You will find a hierarchy of folders 20 00:00:52,030 --> 00:00:54,740 containing all the assets you have 21 00:00:54,740 --> 00:00:57,250 in your original Blender file. 22 00:00:57,250 --> 00:01:00,260 Wherever it's your mesh data, the scene options, 23 00:01:00,260 --> 00:01:03,150 the materials, the world, et cetera. 24 00:01:03,150 --> 00:01:05,360 And it also includes the collection. 25 00:01:05,360 --> 00:01:06,870 So if I click my collection 26 00:01:06,870 --> 00:01:09,260 and import my squirrel collection, 27 00:01:09,260 --> 00:01:11,440 Blender will append the squirrel collection 28 00:01:11,440 --> 00:01:15,230 including the squeal object and the armature. 29 00:01:15,230 --> 00:01:19,270 And it will also append everything used by this collection 30 00:01:19,270 --> 00:01:22,530 whether it's the material of our squirrel 31 00:01:22,530 --> 00:01:26,330 or the widget object I've used to create the rig. 32 00:01:26,330 --> 00:01:30,140 So I can select all of those objects in the collection 33 00:01:30,140 --> 00:01:34,290 and in the 3D viewport, press X to delete them. 34 00:01:34,290 --> 00:01:37,710 From there I can use the rig and the squirrel character, 35 00:01:37,710 --> 00:01:40,660 as we will do, in the original file. 36 00:01:40,660 --> 00:01:43,520 If I open the action editor now, 37 00:01:43,520 --> 00:01:47,620 Blender has imported the run cycle only animation 38 00:01:47,620 --> 00:01:50,890 because it was the one that was used in the file. 39 00:01:50,890 --> 00:01:54,670 Since all the action were not assigned to the armature 40 00:01:54,670 --> 00:01:58,170 on the origin file, they were not used 41 00:01:58,170 --> 00:02:00,020 and hence not imported. 42 00:02:00,020 --> 00:02:02,960 So I can go to File and Append again 43 00:02:02,960 --> 00:02:06,860 and browse for the action in our squirrel file. 44 00:02:06,860 --> 00:02:10,070 And I can choose whatever action I want to import. 45 00:02:10,070 --> 00:02:13,170 Now I can find them in my action library 46 00:02:13,170 --> 00:02:15,240 but they have no users. 47 00:02:15,240 --> 00:02:17,720 So remember, if you want to keep them 48 00:02:17,720 --> 00:02:20,220 while saving and closing your file, 49 00:02:20,220 --> 00:02:22,500 you need to add a fake user. 50 00:02:22,500 --> 00:02:25,250 So basically, appending an asset 51 00:02:25,250 --> 00:02:28,993 is like copy and pasting it from another file. 52 00:02:30,210 --> 00:02:32,690 Let's now have a look to linking. 53 00:02:32,690 --> 00:02:34,060 In an empty Blender file, 54 00:02:34,060 --> 00:02:38,890 I will go to File, Link and browse for my original file. 55 00:02:38,890 --> 00:02:42,350 Go into the collection and link the collection. 56 00:02:42,350 --> 00:02:43,720 I get something pretty close 57 00:02:43,720 --> 00:02:47,430 to what we had when I've appended the collection. 58 00:02:47,430 --> 00:02:49,880 I can see my squirrel, I can see the rig, 59 00:02:49,880 --> 00:02:53,430 when I go into preview mode to material seems to work. 60 00:02:53,430 --> 00:02:55,082 In the action editor, 61 00:02:55,082 --> 00:02:57,880 there seems to be the animation in the library. 62 00:02:57,880 --> 00:02:59,570 The main difference we can here 63 00:02:59,570 --> 00:03:03,140 is that our characters seems to be attached to an empty 64 00:03:03,140 --> 00:03:06,090 and it's currently an empty object. 65 00:03:06,090 --> 00:03:10,490 And this empty object is currently instancing 66 00:03:10,490 --> 00:03:13,160 the collection of our squirrel. 67 00:03:13,160 --> 00:03:16,440 So it's not an independent copy of the collection 68 00:03:16,440 --> 00:03:18,860 but currently some kind of a clone 69 00:03:18,860 --> 00:03:23,120 where I can't edit in, I only have access to object mode. 70 00:03:23,120 --> 00:03:24,810 And it's the same for the action. 71 00:03:24,810 --> 00:03:25,900 If I unfold it, 72 00:03:25,900 --> 00:03:29,030 you can see that the key frame are not exposed 73 00:03:29,030 --> 00:03:30,950 and I can't modify them. 74 00:03:30,950 --> 00:03:32,980 To be able to access our rig, 75 00:03:32,980 --> 00:03:35,240 we need to go into the collection 76 00:03:35,240 --> 00:03:39,530 and find our collection under the collection instance. 77 00:03:39,530 --> 00:03:42,930 This little chain icon is here to tell us 78 00:03:42,930 --> 00:03:44,660 this is a linked data. 79 00:03:44,660 --> 00:03:48,000 Right click on it and under ID data, 80 00:03:48,000 --> 00:03:51,490 go to add library override hierarchy. 81 00:03:51,490 --> 00:03:55,560 It has created a new collection called Squirrel 82 00:03:55,560 --> 00:03:59,650 with a new icon showing a chain across by an arrow. 83 00:03:59,650 --> 00:04:01,900 Those are still a linked asset, 84 00:04:01,900 --> 00:04:05,600 but we can now access our squirrel object 85 00:04:05,600 --> 00:04:08,310 and also our squirrel armature. 86 00:04:08,310 --> 00:04:12,050 So I can get rid of my squirrel instance. 87 00:04:12,050 --> 00:04:14,690 The cool thing is that I can now go into pause mode 88 00:04:14,690 --> 00:04:18,250 onto my armature and they can manipulate my character 89 00:04:18,250 --> 00:04:20,460 as we will do in your original file. 90 00:04:20,460 --> 00:04:23,920 But if I want to edit my character, I can't. 91 00:04:23,920 --> 00:04:27,070 Blender will output an error message 92 00:04:27,070 --> 00:04:30,170 because I can't did the data of my object 93 00:04:30,170 --> 00:04:32,430 nor the data of the mesh. 94 00:04:32,430 --> 00:04:35,300 We can see that the data are grayed out. 95 00:04:35,300 --> 00:04:38,670 So basically, they don't belong to this Blender file 96 00:04:38,670 --> 00:04:40,410 but to another Blender file. 97 00:04:40,410 --> 00:04:44,800 So we can use those data, but we can't modify them. 98 00:04:44,800 --> 00:04:46,920 And it's the same with the armature, 99 00:04:46,920 --> 00:04:49,170 I can't go into edit mode. 100 00:04:49,170 --> 00:04:52,510 And it's also the same with animation data, 101 00:04:52,510 --> 00:04:55,230 we can't edit the current animation. 102 00:04:55,230 --> 00:04:57,500 But since we can access our rig 103 00:04:57,500 --> 00:05:00,720 we can create new animation if we want. 104 00:05:00,720 --> 00:05:01,880 And the cool thing 105 00:05:01,880 --> 00:05:06,160 is that we can make the current animation local 106 00:05:06,160 --> 00:05:09,520 so I can import all the link an animation 107 00:05:09,520 --> 00:05:11,440 we have made previously, 108 00:05:11,440 --> 00:05:15,290 make it local So is that it's currently a copy 109 00:05:15,290 --> 00:05:18,700 of the animation and we can modify it at will. 110 00:05:18,700 --> 00:05:22,037 To make it local, just select the action 111 00:05:22,037 --> 00:05:23,590 and click on the chain. 112 00:05:23,590 --> 00:05:26,330 It will become a local action, 113 00:05:26,330 --> 00:05:29,140 or you can simply duplicate the action 114 00:05:29,140 --> 00:05:31,840 and it will create a local action 115 00:05:31,840 --> 00:05:35,270 that is exactly the same as the linked one. 116 00:05:35,270 --> 00:05:39,070 The big benefit of used linked assets 117 00:05:39,070 --> 00:05:43,848 is that if the asset gets modified in the original file, 118 00:05:43,848 --> 00:05:46,699 it will be updated in our scene. 119 00:05:46,699 --> 00:05:49,990 To do so, I just need to go in your original file, 120 00:05:49,990 --> 00:05:53,140 modify the color of the character for example, 121 00:05:53,140 --> 00:05:55,540 or its shape, save it. 122 00:05:55,540 --> 00:05:57,800 Then in the Blender file where we are using 123 00:05:57,800 --> 00:06:01,570 those linked data, We can save this file for example, 124 00:06:01,570 --> 00:06:04,270 and just revert it or reload it 125 00:06:04,270 --> 00:06:07,380 so that it will update all the linked data. 126 00:06:07,380 --> 00:06:09,530 So while, as animators, 127 00:06:09,530 --> 00:06:13,890 we want to be able to create a new animation, which we can, 128 00:06:13,890 --> 00:06:18,680 we may not want to mess up with the rig all with the object. 129 00:06:18,680 --> 00:06:20,590 And if in the meantime, 130 00:06:20,590 --> 00:06:24,850 the character artist is updating our character, 131 00:06:24,850 --> 00:06:29,480 Whenever we go back to the scene to continue on animating 132 00:06:29,480 --> 00:06:31,800 it will update automatically. 133 00:06:31,800 --> 00:06:36,800 So using linked asset is super powerful in production. 134 00:06:37,450 --> 00:06:41,550 To summarize, we have seen that when we append data 135 00:06:41,550 --> 00:06:44,020 from one Blender file to another, 136 00:06:44,020 --> 00:06:48,870 it creates an original copy, it's like using copy and paste. 137 00:06:48,870 --> 00:06:53,680 When we link asset it will currently create an empty object 138 00:06:53,680 --> 00:06:56,560 with an instance of the asset. 139 00:06:56,560 --> 00:06:58,870 To be able to use those assets 140 00:06:58,870 --> 00:07:02,200 we need to create a library override. 141 00:07:02,200 --> 00:07:04,850 The big benefit of library override 142 00:07:04,850 --> 00:07:09,160 is that we can use the data from those assets 143 00:07:09,160 --> 00:07:13,180 but we can't edit them, so they are kind of protected. 144 00:07:13,180 --> 00:07:16,180 And whenever the source file is getting updated 145 00:07:17,110 --> 00:07:21,120 our current file will be updated too, 146 00:07:21,120 --> 00:07:24,500 making it perfect for team work. 147 00:07:24,500 --> 00:07:27,270 So using a linked asset library 148 00:07:27,270 --> 00:07:31,183 is perfect for teamwork or large-scale projects. 11714

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