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- [Zach] In this video, let's have a look
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on how to set up and
use the Asset Browser.
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The Asset Browser works quite simple.
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In one blend file, we create our assets
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and mark them to be recognized as assets.
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Then, in any other blend file,
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we can connect to the asset blend file,
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and re use the objects,
collections, materials
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and so on and so forth.
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This can of course save us a lot of time
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since we can build up an Asset Library,
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which we then can reuse
in our other projects.
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And now let's have a
look on how to set it up.
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At the state of recording this video here,
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the current, stable Blender
2.9 version does not include
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the Asset Browser.
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In order to use this, you have
to use a Blender 3.0 build,
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which is currently in Alpha.
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However, if you watch this video later on,
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Blender 3.0 might be stable already
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and then you can just
download the stable version.
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So in blender 3.0 Alpha,
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you can find the Asset Browser down here,
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just click on this button on
any of these editors here,
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and then here in the Data category,
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you can click on this Asset Browser.
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So this works by default,
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however, if you want to
make use of all features,
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press F4 and click on Preferences
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to open up the Preferences,
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go to Interface and make sure
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that Developer Extras is enabled,
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then you can see this
Experimental tab appears,
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and here, make sure
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that the Extended Asset Browser is enabled
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so we can use all current features.
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So here I have the Cubic
World preset file open
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with some basic Cubic World assets.
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Here, I don't want to show
you how to create these,
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this we will learn during the course.
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However, here, I want to show you
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how to work with the Asset Browser.
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I have the Asset Browser opened
down here, as you can see,
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and right now we are working
in this specific file here
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since Current File is selected.
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That means all the assets
which we are adding right now
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in this file will be listed down here.
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And the workflow is super simple,
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you simply go to the object,
for example, this wooden box,
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right-click on it and
click on Mark as Asset,
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then when the All category
is selected over here,
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we can see it,
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we can also add the
rock here, for example,
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and we can even add full collections.
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For example, the tent consists
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out of many different
objects, as you can see here,
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so we can also right-click
on the tent collection
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and click on Mark as Asset.
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However, if you add a collection,
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we don't get this nice
preview image down here,
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but we can add our own preview image.
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How this works, I will
show you in a second.
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Then the character also
consists out of two objects,
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the rig and the mesh,
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so let's also add the
collection over here.
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Besides objects and collections,
we can also add materials.
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So let's, for example, click on the tent,
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then over here, we have the tent material,
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simply right-click on this
and click on Mark as Asset.
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Then this will appear down here, as well,
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and if you want to remove an asset,
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you can either click on the original one
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and click on Clear Asset,
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or you can also right-click down here
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and click on Clear Asset,
then this will be removed.
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However, in this case,
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let's add these and let's
also add one material.
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Then, keep in mind right now,
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since we're working in the same file,
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when I remove an object over here,
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the asset will be removed
down here, as well.
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Let's undo this,
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because right now we are linking
the objects from this scene
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to the Asset Browser.
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Now let's hide all these objects here,
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select the Scene Collection
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so that all the new objects will be added
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to the Scene Collection,
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and now we can just drag and
drop objects into our scene,
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and as you can see,
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it's even snapping to the
surface of other objects,
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which is super cool.
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So the same thing also
works for materials,
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we can simply drag and drop
the materials onto our objects.
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However, there is one special thing,
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let's remove all this stuff here,
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because when we add an
asset which is a collection,
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we can't select the individual objects
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from the original object,
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so this one is just an
instance of the collection.
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So if I unhide the original tent,
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if I now do any changes over here,
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this will be linked over to the instance
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which I dragged from the Asset Browser.
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However, if you want to make
this a real editable object
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and split this into the original objects,
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simply press Control + A
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and click on Make Instances Real.
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Now you can see we have
all the individual objects,
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we can go to Edit Mode,
make changes over here
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as we know it.
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So both ways are useful.
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If you want to quickly place
the same object in your scene
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without dealing with hundreds of objects,
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the instance is of course fantastic,
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but if you want to make changes
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and make them look individual,
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then you have to convert
them into real objects.
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And by the way,
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collections are indicated
by this books icon here,
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which you can see on all the elements
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which are marked as an asset.
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Same over here for the
rocks material here,
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it's also visible.
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So then we can do a
little bit more down here,
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we can of course search
for different assets
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if we have a lot,
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we can search for rocks to show this,
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we have different filters
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so we can only show different elements,
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and as you can see,
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we can basically add everything
as an asset down here.
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And when you click this
button, this sidebar appears,
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or you simply press N, and
here you can, for example,
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rename your assets.
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Maybe the rocks should be rock material.
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And down here, right now,
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you can see, for whatever reason,
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the preview is not showing up anymore,
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so we can simply refresh the preview.
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However, as mentioned for some elements
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like the collections,
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currently, there are no real previews.
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However, you can create a quick screenshot
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or a render of your object,
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save it somewhere on your disk
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and then click on this folder icon,
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then navigate to the folder
where you have saved this,
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and here I have, for example,
this character_male image,
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and then you can click
on Load Custom Preview,
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and then this will show up over here,
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which makes look much nicer.
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So then, to better organize your assets,
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you can also add catalogs
by clicking on this plus,
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let's call it Characters,
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and maybe let's create a
new one which we call Props,
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and maybe one for Materials.
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Simply double-click on
the name to edit the name.
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When we click on Unassigned,
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we can see all the assets
which are not assigned
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to a specific catalog,
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and when we click on All,
we can see all assets.
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Now let's simply drag and drop them
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into the different catalogs.
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This one is a material
and this one is the tent,
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and now when we click through
the different catalogs,
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we can see the different assets.
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So just so that you know,
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these catalogs will be saved externally,
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besides your blend file in a txt file.
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So this, you have to move
along with your blend file
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in order to keep having
access to these catalogs.
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So one little note I
want to give to you here
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to avoid future confusion,
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if I now add this character,
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which again is just an instance,
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you can see it over here,
Add Collection Instance,
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you can see that the origin
now is somewhere shifted
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and not directly underneath here.
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When you convert this into
real objects with Control + A,
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this isn't important at all,
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because this is just an empty
which you then can delete,
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and then you have the original object.
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However, if you add this here
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and you want to leave this as an instance,
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in order to fix this,
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you have to move the original object back
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to the center here,
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because the instances
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of collections will always use
the scene center as origin,
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so just so that you know.
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So, but having assets of the same file
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in the same file might
be useful sometimes,
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but this is not the real use
case of the Asset Browser.
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So and to show you how to set it up
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that we can use an Asset
Library blend file,
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and use the assets which are stored there
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in other blend files.
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For that, I attached the
assets file for this course
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down below in the Download
section for this lesson here,
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so let's open this up and
have a quick look inside.
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Let's go to File, Open, and
when you downloaded this,
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navigate to the folder where
you saved the cw_assets file,
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and click on Open.
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So down here in the current file,
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you can see we have a bunch
of assets, some characters,
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props, nature elements, particle systems,
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some basic elements for modeling,
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and they are placed up here in
these different collections,
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so here you can find all the
different original objects.
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So and this file, we now
want to link to other files.
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For that, let's again open up a file,
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and here I just open up the
cw_workspaces_basic_scene,
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which is also attached to this lesson
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or to the previous lesson.
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Click on Open, and now we
have this basic scene set up,
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but we don't have access
to the assets here,
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and in order to change this, press F4
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and click on Preferences.
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Here, click on File Paths,
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and down here, we find
the Asset Libraries.
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So we have a default Asset Library,
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here you can see the file paths,
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and there you could store all
your blend files with assets,
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and then you can click
down here on Default
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and always see the asset blend files,
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which are stored inside here.
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However, I want to create
a special Asset Library
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for Cubic World, so
let's click on this plus,
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then navigate to the folder
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where you saved the cw_assets.blend file,
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and since we don't add blend files
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but a whole folder to
these Asset Libraries,
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we can't see the blend files.
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You can disable the filter,
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then you can see the
cw_assets.blend file in here,
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and here is also the
blender_assets_categories.txt file
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for the catalogs,
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however, if you now have also
other blend files in here
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where you marked assets,
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then these will also appear
inside the Asset Library.
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So if you really want
to have just the assets
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from one blend file,
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then make sure you just
have this one blend file
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in this folder.
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Then click on Add Asset Library,
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and let's call this Cubic Worlds.
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And that's it, this will
be saved automatically now,
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that means every time you open Blender,
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you will have this Asset Library,
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and you don't always
have to reconnect this.
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And now all we need to do is, down here,
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change from Current File to Cubic Worlds.
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And now we connected this blend
file here to the other one,
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and we can drag and drop all the assets
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from the other blend file
into this new scene here.
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However, before we do this, take care,
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by default, this Append Reuse
Data is selected over here,
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and this can lead to confusion,
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because if I now add an object
and do any changes here,
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for example, something like this,
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and now add this object again,
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it will look exactly the
same as the edited version,
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because now all these objects
are linked with each other.
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If I make a change on one object,
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this will also affect the other ones.
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However, the way we work
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with these assets is a bit different,
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so I would recommend to
switch this to Append,
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that means we always create a new copy
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of the original object.
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That means if I change anything
on one of these objects here
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and drag and drop in a new one,
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we will grab the original one here.
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Yeah, and this is the way we will work
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with the Asset Browser,
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so most of the time we just drag one
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of these two default cubes into our scene
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where the origin is a bit differently.
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But yeah, we will learn more
about this a little bit later.
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So, and by the way,
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if you now open up the other
blend file with the assets,
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add new assets and save this blend file,
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you can click on Refresh,
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and then all the new assets
will also appear over here.
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So what if you don't want to
work with the Asset Browser
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or you're using an older version,
Blender 2.9, for example,
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where you don't have access
to the Asset Browser,
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00:11:45,810 --> 00:11:48,760
you can still copy and paste the files
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from the Asset Library
into your blend file.
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So let's open up the assets blend file,
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00:11:55,270 --> 00:11:59,010
then let's unhide the props
here, maybe grab a tree,
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or let's grab two objects here,
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press Control + C to copy this,
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00:12:03,550 --> 00:12:06,720
and then open up your project file
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00:12:06,720 --> 00:12:08,830
and simply select the right collection
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00:12:08,830 --> 00:12:12,460
and press Control + V
to paste these objects.
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00:12:12,460 --> 00:12:15,330
Let's undo this, and
there's another cool trick.
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Here, I now have one instance of Blender,
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00:12:18,010 --> 00:12:20,960
and I now open up a second
instance of Blender,
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so these are now two
different Blender instances,
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00:12:24,370 --> 00:12:26,817
and now here I can open up my assets,
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00:12:26,817 --> 00:12:29,740
and then I can simply
leave this open here,
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00:12:29,740 --> 00:12:31,680
copy the object with Control + C
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00:12:31,680 --> 00:12:34,420
and then select this
window here, Control + V,
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00:12:34,420 --> 00:12:35,550
and paste this.
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00:12:35,550 --> 00:12:38,680
So this is also a quick way to add objects
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00:12:38,680 --> 00:12:41,040
from the Asset Library into your scene
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without using the Asset Browser.
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00:12:43,000 --> 00:12:45,770
I'm not sure if you can
have multiple instances open
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on Linux or on Mac,
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00:12:47,810 --> 00:12:50,170
however, on Windows, this is working.
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00:12:50,170 --> 00:12:53,410
Otherwise, you have to open
up first the asset file,
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00:12:53,410 --> 00:12:57,070
copy it, then open up your
project and paste it over there.
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00:12:57,070 --> 00:12:59,630
Yeah, and this is how you can work with
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00:12:59,630 --> 00:13:02,992
and without the Asset Browser.
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00:13:02,992 --> 00:13:06,800
And since the Asset Browser
is constantly developing,
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00:13:06,800 --> 00:13:09,640
it might look a bit
different in the future
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00:13:09,640 --> 00:13:11,920
when you're using later
versions of Blender,
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00:13:11,920 --> 00:13:13,510
but the basic functionality
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00:13:13,510 --> 00:13:15,380
of dragging and dropping your objects
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00:13:15,380 --> 00:13:17,980
into your scene will always be the same,
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00:13:17,980 --> 00:13:19,380
that I'm pretty sure.
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00:13:19,380 --> 00:13:21,100
And this is a basic functionality
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00:13:21,100 --> 00:13:23,570
which we also will use
throughout this course,
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00:13:23,570 --> 00:13:26,440
and you will also see
that, inside the course,
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00:13:26,440 --> 00:13:28,610
the Asset Browser already
looks a bit different
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00:13:28,610 --> 00:13:32,287
because this one here is
already an updated version
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00:13:32,287 --> 00:13:33,600
of this video here,
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00:13:33,600 --> 00:13:35,920
because the Asset Browser
has changed already.
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00:13:35,920 --> 00:13:38,610
However, all you really
have to take care of is
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00:13:38,610 --> 00:13:40,810
that you switch to Append over here,
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00:13:40,810 --> 00:13:44,120
and then it works exactly as
I showed you in this video,
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00:13:44,120 --> 00:13:46,950
although it looks a bit
different in the other videos.
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00:13:46,950 --> 00:13:49,030
Yeah, and that's it
about the Asset Browser,
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00:13:49,030 --> 00:13:50,580
and now let's continue learning
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00:13:50,580 --> 00:13:54,247
about the coloring
workflow in Cubic Worlds.
26750
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