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These are the user uploaded subtitles that are being translated: 1 00:00:00,240 --> 00:00:01,430 - [Zach] In this video, let's have a look 2 00:00:01,430 --> 00:00:05,262 on how to set up and use the Asset Browser. 3 00:00:05,262 --> 00:00:06,800 The Asset Browser works quite simple. 4 00:00:06,800 --> 00:00:09,240 In one blend file, we create our assets 5 00:00:09,240 --> 00:00:12,140 and mark them to be recognized as assets. 6 00:00:12,140 --> 00:00:13,840 Then, in any other blend file, 7 00:00:13,840 --> 00:00:16,200 we can connect to the asset blend file, 8 00:00:16,200 --> 00:00:19,190 and re use the objects, collections, materials 9 00:00:19,190 --> 00:00:20,690 and so on and so forth. 10 00:00:20,690 --> 00:00:22,990 This can of course save us a lot of time 11 00:00:22,990 --> 00:00:25,170 since we can build up an Asset Library, 12 00:00:25,170 --> 00:00:28,430 which we then can reuse in our other projects. 13 00:00:28,430 --> 00:00:31,729 And now let's have a look on how to set it up. 14 00:00:31,729 --> 00:00:33,530 At the state of recording this video here, 15 00:00:33,530 --> 00:00:37,520 the current, stable Blender 2.9 version does not include 16 00:00:37,520 --> 00:00:38,490 the Asset Browser. 17 00:00:38,490 --> 00:00:42,230 In order to use this, you have to use a Blender 3.0 build, 18 00:00:42,230 --> 00:00:43,860 which is currently in Alpha. 19 00:00:43,860 --> 00:00:46,160 However, if you watch this video later on, 20 00:00:46,160 --> 00:00:48,390 Blender 3.0 might be stable already 21 00:00:48,390 --> 00:00:50,810 and then you can just download the stable version. 22 00:00:50,810 --> 00:00:52,700 So in blender 3.0 Alpha, 23 00:00:52,700 --> 00:00:55,090 you can find the Asset Browser down here, 24 00:00:55,090 --> 00:00:58,510 just click on this button on any of these editors here, 25 00:00:58,510 --> 00:01:00,580 and then here in the Data category, 26 00:01:00,580 --> 00:01:02,600 you can click on this Asset Browser. 27 00:01:02,600 --> 00:01:03,950 So this works by default, 28 00:01:03,950 --> 00:01:06,640 however, if you want to make use of all features, 29 00:01:06,640 --> 00:01:08,920 press F4 and click on Preferences 30 00:01:08,920 --> 00:01:10,550 to open up the Preferences, 31 00:01:10,550 --> 00:01:11,920 go to Interface and make sure 32 00:01:11,920 --> 00:01:14,070 that Developer Extras is enabled, 33 00:01:14,070 --> 00:01:17,037 then you can see this Experimental tab appears, 34 00:01:17,037 --> 00:01:17,940 and here, make sure 35 00:01:17,940 --> 00:01:20,520 that the Extended Asset Browser is enabled 36 00:01:20,520 --> 00:01:23,904 so we can use all current features. 37 00:01:23,904 --> 00:01:27,150 So here I have the Cubic World preset file open 38 00:01:27,150 --> 00:01:30,123 with some basic Cubic World assets. 39 00:01:30,123 --> 00:01:32,560 Here, I don't want to show you how to create these, 40 00:01:32,560 --> 00:01:35,100 this we will learn during the course. 41 00:01:35,100 --> 00:01:36,950 However, here, I want to show you 42 00:01:36,950 --> 00:01:39,380 how to work with the Asset Browser. 43 00:01:39,380 --> 00:01:42,040 I have the Asset Browser opened down here, as you can see, 44 00:01:42,040 --> 00:01:46,350 and right now we are working in this specific file here 45 00:01:46,350 --> 00:01:48,420 since Current File is selected. 46 00:01:48,420 --> 00:01:51,550 That means all the assets which we are adding right now 47 00:01:51,550 --> 00:01:54,080 in this file will be listed down here. 48 00:01:54,080 --> 00:01:55,840 And the workflow is super simple, 49 00:01:55,840 --> 00:01:59,470 you simply go to the object, for example, this wooden box, 50 00:01:59,470 --> 00:02:02,260 right-click on it and click on Mark as Asset, 51 00:02:02,260 --> 00:02:04,500 then when the All category is selected over here, 52 00:02:04,500 --> 00:02:05,410 we can see it, 53 00:02:05,410 --> 00:02:08,940 we can also add the rock here, for example, 54 00:02:08,940 --> 00:02:11,170 and we can even add full collections. 55 00:02:11,170 --> 00:02:12,760 For example, the tent consists 56 00:02:12,760 --> 00:02:15,750 out of many different objects, as you can see here, 57 00:02:15,750 --> 00:02:18,400 so we can also right-click on the tent collection 58 00:02:18,400 --> 00:02:20,530 and click on Mark as Asset. 59 00:02:20,530 --> 00:02:23,130 However, if you add a collection, 60 00:02:23,130 --> 00:02:26,410 we don't get this nice preview image down here, 61 00:02:26,410 --> 00:02:28,550 but we can add our own preview image. 62 00:02:28,550 --> 00:02:30,710 How this works, I will show you in a second. 63 00:02:30,710 --> 00:02:32,990 Then the character also consists out of two objects, 64 00:02:32,990 --> 00:02:34,770 the rig and the mesh, 65 00:02:34,770 --> 00:02:37,540 so let's also add the collection over here. 66 00:02:37,540 --> 00:02:42,080 Besides objects and collections, we can also add materials. 67 00:02:42,080 --> 00:02:44,240 So let's, for example, click on the tent, 68 00:02:44,240 --> 00:02:46,270 then over here, we have the tent material, 69 00:02:46,270 --> 00:02:49,820 simply right-click on this and click on Mark as Asset. 70 00:02:49,820 --> 00:02:52,060 Then this will appear down here, as well, 71 00:02:52,060 --> 00:02:54,120 and if you want to remove an asset, 72 00:02:54,120 --> 00:02:56,210 you can either click on the original one 73 00:02:56,210 --> 00:02:57,670 and click on Clear Asset, 74 00:02:57,670 --> 00:02:59,380 or you can also right-click down here 75 00:02:59,380 --> 00:03:02,670 and click on Clear Asset, then this will be removed. 76 00:03:02,670 --> 00:03:04,250 However, in this case, 77 00:03:04,250 --> 00:03:08,330 let's add these and let's also add one material. 78 00:03:08,330 --> 00:03:09,600 Then, keep in mind right now, 79 00:03:09,600 --> 00:03:11,860 since we're working in the same file, 80 00:03:11,860 --> 00:03:13,860 when I remove an object over here, 81 00:03:13,860 --> 00:03:16,410 the asset will be removed down here, as well. 82 00:03:16,410 --> 00:03:17,270 Let's undo this, 83 00:03:17,270 --> 00:03:20,060 because right now we are linking the objects from this scene 84 00:03:20,060 --> 00:03:22,081 to the Asset Browser. 85 00:03:22,081 --> 00:03:24,120 Now let's hide all these objects here, 86 00:03:24,120 --> 00:03:25,380 select the Scene Collection 87 00:03:25,380 --> 00:03:27,790 so that all the new objects will be added 88 00:03:27,790 --> 00:03:29,000 to the Scene Collection, 89 00:03:29,000 --> 00:03:32,620 and now we can just drag and drop objects into our scene, 90 00:03:32,620 --> 00:03:34,020 and as you can see, 91 00:03:34,020 --> 00:03:37,400 it's even snapping to the surface of other objects, 92 00:03:37,400 --> 00:03:38,760 which is super cool. 93 00:03:38,760 --> 00:03:41,330 So the same thing also works for materials, 94 00:03:41,330 --> 00:03:45,470 we can simply drag and drop the materials onto our objects. 95 00:03:45,470 --> 00:03:47,360 However, there is one special thing, 96 00:03:47,360 --> 00:03:49,400 let's remove all this stuff here, 97 00:03:49,400 --> 00:03:53,140 because when we add an asset which is a collection, 98 00:03:53,140 --> 00:03:55,570 we can't select the individual objects 99 00:03:55,570 --> 00:03:57,410 from the original object, 100 00:03:57,410 --> 00:04:01,050 so this one is just an instance of the collection. 101 00:04:01,050 --> 00:04:03,760 So if I unhide the original tent, 102 00:04:03,760 --> 00:04:05,690 if I now do any changes over here, 103 00:04:05,690 --> 00:04:08,210 this will be linked over to the instance 104 00:04:08,210 --> 00:04:10,580 which I dragged from the Asset Browser. 105 00:04:10,580 --> 00:04:14,240 However, if you want to make this a real editable object 106 00:04:14,240 --> 00:04:16,470 and split this into the original objects, 107 00:04:16,470 --> 00:04:18,280 simply press Control + A 108 00:04:18,280 --> 00:04:20,490 and click on Make Instances Real. 109 00:04:20,490 --> 00:04:23,460 Now you can see we have all the individual objects, 110 00:04:23,460 --> 00:04:26,030 we can go to Edit Mode, make changes over here 111 00:04:26,030 --> 00:04:26,920 as we know it. 112 00:04:26,920 --> 00:04:28,560 So both ways are useful. 113 00:04:28,560 --> 00:04:31,430 If you want to quickly place the same object in your scene 114 00:04:31,430 --> 00:04:33,860 without dealing with hundreds of objects, 115 00:04:33,860 --> 00:04:36,730 the instance is of course fantastic, 116 00:04:36,730 --> 00:04:38,370 but if you want to make changes 117 00:04:38,370 --> 00:04:40,400 and make them look individual, 118 00:04:40,400 --> 00:04:43,460 then you have to convert them into real objects. 119 00:04:43,460 --> 00:04:44,293 And by the way, 120 00:04:44,293 --> 00:04:47,480 collections are indicated by this books icon here, 121 00:04:47,480 --> 00:04:49,300 which you can see on all the elements 122 00:04:49,300 --> 00:04:51,560 which are marked as an asset. 123 00:04:51,560 --> 00:04:54,740 Same over here for the rocks material here, 124 00:04:54,740 --> 00:04:57,350 it's also visible. 125 00:04:57,350 --> 00:04:59,320 So then we can do a little bit more down here, 126 00:04:59,320 --> 00:05:01,680 we can of course search for different assets 127 00:05:01,680 --> 00:05:03,110 if we have a lot, 128 00:05:03,110 --> 00:05:05,480 we can search for rocks to show this, 129 00:05:05,480 --> 00:05:06,850 we have different filters 130 00:05:06,850 --> 00:05:09,280 so we can only show different elements, 131 00:05:09,280 --> 00:05:10,230 and as you can see, 132 00:05:10,230 --> 00:05:13,650 we can basically add everything as an asset down here. 133 00:05:13,650 --> 00:05:17,220 And when you click this button, this sidebar appears, 134 00:05:17,220 --> 00:05:19,460 or you simply press N, and here you can, for example, 135 00:05:19,460 --> 00:05:20,990 rename your assets. 136 00:05:20,990 --> 00:05:23,620 Maybe the rocks should be rock material. 137 00:05:23,620 --> 00:05:24,700 And down here, right now, 138 00:05:24,700 --> 00:05:26,470 you can see, for whatever reason, 139 00:05:26,470 --> 00:05:28,550 the preview is not showing up anymore, 140 00:05:28,550 --> 00:05:31,150 so we can simply refresh the preview. 141 00:05:31,150 --> 00:05:33,700 However, as mentioned for some elements 142 00:05:33,700 --> 00:05:35,030 like the collections, 143 00:05:35,030 --> 00:05:37,520 currently, there are no real previews. 144 00:05:37,520 --> 00:05:40,130 However, you can create a quick screenshot 145 00:05:40,130 --> 00:05:42,060 or a render of your object, 146 00:05:42,060 --> 00:05:43,920 save it somewhere on your disk 147 00:05:43,920 --> 00:05:45,810 and then click on this folder icon, 148 00:05:45,810 --> 00:05:48,500 then navigate to the folder where you have saved this, 149 00:05:48,500 --> 00:05:52,020 and here I have, for example, this character_male image, 150 00:05:52,020 --> 00:05:54,530 and then you can click on Load Custom Preview, 151 00:05:54,530 --> 00:05:56,520 and then this will show up over here, 152 00:05:56,520 --> 00:05:58,850 which makes look much nicer. 153 00:05:58,850 --> 00:06:01,020 So then, to better organize your assets, 154 00:06:01,020 --> 00:06:04,070 you can also add catalogs by clicking on this plus, 155 00:06:04,070 --> 00:06:05,620 let's call it Characters, 156 00:06:05,620 --> 00:06:08,430 and maybe let's create a new one which we call Props, 157 00:06:08,430 --> 00:06:10,690 and maybe one for Materials. 158 00:06:10,690 --> 00:06:13,820 Simply double-click on the name to edit the name. 159 00:06:13,820 --> 00:06:15,100 When we click on Unassigned, 160 00:06:15,100 --> 00:06:17,350 we can see all the assets which are not assigned 161 00:06:17,350 --> 00:06:19,260 to a specific catalog, 162 00:06:19,260 --> 00:06:22,470 and when we click on All, we can see all assets. 163 00:06:22,470 --> 00:06:24,100 Now let's simply drag and drop them 164 00:06:24,100 --> 00:06:27,030 into the different catalogs. 165 00:06:27,030 --> 00:06:30,560 This one is a material and this one is the tent, 166 00:06:30,560 --> 00:06:33,430 and now when we click through the different catalogs, 167 00:06:33,430 --> 00:06:35,840 we can see the different assets. 168 00:06:35,840 --> 00:06:37,230 So just so that you know, 169 00:06:37,230 --> 00:06:40,330 these catalogs will be saved externally, 170 00:06:40,330 --> 00:06:43,520 besides your blend file in a txt file. 171 00:06:43,520 --> 00:06:46,430 So this, you have to move along with your blend file 172 00:06:46,430 --> 00:06:50,902 in order to keep having access to these catalogs. 173 00:06:50,902 --> 00:06:53,280 So one little note I want to give to you here 174 00:06:53,280 --> 00:06:55,510 to avoid future confusion, 175 00:06:55,510 --> 00:06:56,980 if I now add this character, 176 00:06:56,980 --> 00:06:59,810 which again is just an instance, 177 00:06:59,810 --> 00:07:02,390 you can see it over here, Add Collection Instance, 178 00:07:02,390 --> 00:07:05,660 you can see that the origin now is somewhere shifted 179 00:07:05,660 --> 00:07:07,810 and not directly underneath here. 180 00:07:07,810 --> 00:07:11,060 When you convert this into real objects with Control + A, 181 00:07:11,060 --> 00:07:12,500 this isn't important at all, 182 00:07:12,500 --> 00:07:15,190 because this is just an empty which you then can delete, 183 00:07:15,190 --> 00:07:17,110 and then you have the original object. 184 00:07:17,110 --> 00:07:18,720 However, if you add this here 185 00:07:18,720 --> 00:07:20,990 and you want to leave this as an instance, 186 00:07:20,990 --> 00:07:22,140 in order to fix this, 187 00:07:22,140 --> 00:07:24,850 you have to move the original object back 188 00:07:24,850 --> 00:07:26,060 to the center here, 189 00:07:26,060 --> 00:07:27,630 because the instances 190 00:07:27,630 --> 00:07:32,050 of collections will always use the scene center as origin, 191 00:07:32,050 --> 00:07:34,594 so just so that you know. 192 00:07:34,594 --> 00:07:37,330 So, but having assets of the same file 193 00:07:37,330 --> 00:07:40,330 in the same file might be useful sometimes, 194 00:07:40,330 --> 00:07:44,260 but this is not the real use case of the Asset Browser. 195 00:07:44,260 --> 00:07:46,250 So and to show you how to set it up 196 00:07:46,250 --> 00:07:49,500 that we can use an Asset Library blend file, 197 00:07:49,500 --> 00:07:52,060 and use the assets which are stored there 198 00:07:52,060 --> 00:07:53,420 in other blend files. 199 00:07:53,420 --> 00:07:57,170 For that, I attached the assets file for this course 200 00:07:57,170 --> 00:08:00,450 down below in the Download section for this lesson here, 201 00:08:00,450 --> 00:08:03,120 so let's open this up and have a quick look inside. 202 00:08:03,120 --> 00:08:06,280 Let's go to File, Open, and when you downloaded this, 203 00:08:06,280 --> 00:08:10,600 navigate to the folder where you saved the cw_assets file, 204 00:08:10,600 --> 00:08:11,750 and click on Open. 205 00:08:11,750 --> 00:08:13,230 So down here in the current file, 206 00:08:13,230 --> 00:08:16,510 you can see we have a bunch of assets, some characters, 207 00:08:16,510 --> 00:08:19,680 props, nature elements, particle systems, 208 00:08:19,680 --> 00:08:21,670 some basic elements for modeling, 209 00:08:21,670 --> 00:08:25,470 and they are placed up here in these different collections, 210 00:08:25,470 --> 00:08:28,533 so here you can find all the different original objects. 211 00:08:29,856 --> 00:08:33,600 So and this file, we now want to link to other files. 212 00:08:33,600 --> 00:08:36,300 For that, let's again open up a file, 213 00:08:36,300 --> 00:08:40,950 and here I just open up the cw_workspaces_basic_scene, 214 00:08:40,950 --> 00:08:42,980 which is also attached to this lesson 215 00:08:42,980 --> 00:08:44,540 or to the previous lesson. 216 00:08:44,540 --> 00:08:47,551 Click on Open, and now we have this basic scene set up, 217 00:08:47,551 --> 00:08:50,420 but we don't have access to the assets here, 218 00:08:50,420 --> 00:08:53,140 and in order to change this, press F4 219 00:08:53,140 --> 00:08:54,690 and click on Preferences. 220 00:08:54,690 --> 00:08:56,460 Here, click on File Paths, 221 00:08:56,460 --> 00:08:59,300 and down here, we find the Asset Libraries. 222 00:08:59,300 --> 00:09:01,320 So we have a default Asset Library, 223 00:09:01,320 --> 00:09:03,080 here you can see the file paths, 224 00:09:03,080 --> 00:09:06,910 and there you could store all your blend files with assets, 225 00:09:06,910 --> 00:09:09,370 and then you can click down here on Default 226 00:09:09,370 --> 00:09:11,980 and always see the asset blend files, 227 00:09:11,980 --> 00:09:13,680 which are stored inside here. 228 00:09:13,680 --> 00:09:16,710 However, I want to create a special Asset Library 229 00:09:16,710 --> 00:09:19,320 for Cubic World, so let's click on this plus, 230 00:09:19,320 --> 00:09:20,690 then navigate to the folder 231 00:09:20,690 --> 00:09:24,280 where you saved the cw_assets.blend file, 232 00:09:24,280 --> 00:09:25,990 and since we don't add blend files 233 00:09:25,990 --> 00:09:28,730 but a whole folder to these Asset Libraries, 234 00:09:28,730 --> 00:09:30,090 we can't see the blend files. 235 00:09:30,090 --> 00:09:31,800 You can disable the filter, 236 00:09:31,800 --> 00:09:34,907 then you can see the cw_assets.blend file in here, 237 00:09:34,907 --> 00:09:38,667 and here is also the blender_assets_categories.txt file 238 00:09:38,667 --> 00:09:39,900 for the catalogs, 239 00:09:39,900 --> 00:09:42,700 however, if you now have also other blend files in here 240 00:09:42,700 --> 00:09:44,310 where you marked assets, 241 00:09:44,310 --> 00:09:48,060 then these will also appear inside the Asset Library. 242 00:09:48,060 --> 00:09:51,000 So if you really want to have just the assets 243 00:09:51,000 --> 00:09:52,370 from one blend file, 244 00:09:52,370 --> 00:09:54,920 then make sure you just have this one blend file 245 00:09:54,920 --> 00:09:55,800 in this folder. 246 00:09:55,800 --> 00:09:57,820 Then click on Add Asset Library, 247 00:09:57,820 --> 00:09:59,700 and let's call this Cubic Worlds. 248 00:09:59,700 --> 00:10:02,350 And that's it, this will be saved automatically now, 249 00:10:02,350 --> 00:10:04,280 that means every time you open Blender, 250 00:10:04,280 --> 00:10:06,290 you will have this Asset Library, 251 00:10:06,290 --> 00:10:08,900 and you don't always have to reconnect this. 252 00:10:08,900 --> 00:10:10,820 And now all we need to do is, down here, 253 00:10:10,820 --> 00:10:13,990 change from Current File to Cubic Worlds. 254 00:10:13,990 --> 00:10:18,030 And now we connected this blend file here to the other one, 255 00:10:18,030 --> 00:10:20,460 and we can drag and drop all the assets 256 00:10:20,460 --> 00:10:24,541 from the other blend file into this new scene here. 257 00:10:24,541 --> 00:10:26,350 However, before we do this, take care, 258 00:10:26,350 --> 00:10:30,530 by default, this Append Reuse Data is selected over here, 259 00:10:30,530 --> 00:10:32,110 and this can lead to confusion, 260 00:10:32,110 --> 00:10:35,700 because if I now add an object and do any changes here, 261 00:10:35,700 --> 00:10:37,470 for example, something like this, 262 00:10:37,470 --> 00:10:39,340 and now add this object again, 263 00:10:39,340 --> 00:10:43,170 it will look exactly the same as the edited version, 264 00:10:43,170 --> 00:10:46,560 because now all these objects are linked with each other. 265 00:10:46,560 --> 00:10:48,300 If I make a change on one object, 266 00:10:48,300 --> 00:10:50,450 this will also affect the other ones. 267 00:10:50,450 --> 00:10:51,770 However, the way we work 268 00:10:51,770 --> 00:10:53,910 with these assets is a bit different, 269 00:10:53,910 --> 00:10:56,650 so I would recommend to switch this to Append, 270 00:10:56,650 --> 00:10:59,270 that means we always create a new copy 271 00:10:59,270 --> 00:11:01,310 of the original object. 272 00:11:01,310 --> 00:11:04,440 That means if I change anything on one of these objects here 273 00:11:04,440 --> 00:11:06,530 and drag and drop in a new one, 274 00:11:06,530 --> 00:11:09,050 we will grab the original one here. 275 00:11:09,050 --> 00:11:11,170 Yeah, and this is the way we will work 276 00:11:11,170 --> 00:11:12,220 with the Asset Browser, 277 00:11:12,220 --> 00:11:15,130 so most of the time we just drag one 278 00:11:15,130 --> 00:11:17,990 of these two default cubes into our scene 279 00:11:17,990 --> 00:11:20,460 where the origin is a bit differently. 280 00:11:20,460 --> 00:11:23,740 But yeah, we will learn more about this a little bit later. 281 00:11:23,740 --> 00:11:24,573 So, and by the way, 282 00:11:24,573 --> 00:11:27,660 if you now open up the other blend file with the assets, 283 00:11:27,660 --> 00:11:30,240 add new assets and save this blend file, 284 00:11:30,240 --> 00:11:31,670 you can click on Refresh, 285 00:11:31,670 --> 00:11:36,279 and then all the new assets will also appear over here. 286 00:11:36,279 --> 00:11:39,480 So what if you don't want to work with the Asset Browser 287 00:11:39,480 --> 00:11:43,410 or you're using an older version, Blender 2.9, for example, 288 00:11:43,410 --> 00:11:45,810 where you don't have access to the Asset Browser, 289 00:11:45,810 --> 00:11:48,760 you can still copy and paste the files 290 00:11:48,760 --> 00:11:51,510 from the Asset Library into your blend file. 291 00:11:51,510 --> 00:11:55,270 So let's open up the assets blend file, 292 00:11:55,270 --> 00:11:59,010 then let's unhide the props here, maybe grab a tree, 293 00:11:59,010 --> 00:12:00,880 or let's grab two objects here, 294 00:12:00,880 --> 00:12:03,550 press Control + C to copy this, 295 00:12:03,550 --> 00:12:06,720 and then open up your project file 296 00:12:06,720 --> 00:12:08,830 and simply select the right collection 297 00:12:08,830 --> 00:12:12,460 and press Control + V to paste these objects. 298 00:12:12,460 --> 00:12:15,330 Let's undo this, and there's another cool trick. 299 00:12:15,330 --> 00:12:18,010 Here, I now have one instance of Blender, 300 00:12:18,010 --> 00:12:20,960 and I now open up a second instance of Blender, 301 00:12:20,960 --> 00:12:24,370 so these are now two different Blender instances, 302 00:12:24,370 --> 00:12:26,817 and now here I can open up my assets, 303 00:12:26,817 --> 00:12:29,740 and then I can simply leave this open here, 304 00:12:29,740 --> 00:12:31,680 copy the object with Control + C 305 00:12:31,680 --> 00:12:34,420 and then select this window here, Control + V, 306 00:12:34,420 --> 00:12:35,550 and paste this. 307 00:12:35,550 --> 00:12:38,680 So this is also a quick way to add objects 308 00:12:38,680 --> 00:12:41,040 from the Asset Library into your scene 309 00:12:41,040 --> 00:12:43,000 without using the Asset Browser. 310 00:12:43,000 --> 00:12:45,770 I'm not sure if you can have multiple instances open 311 00:12:45,770 --> 00:12:47,810 on Linux or on Mac, 312 00:12:47,810 --> 00:12:50,170 however, on Windows, this is working. 313 00:12:50,170 --> 00:12:53,410 Otherwise, you have to open up first the asset file, 314 00:12:53,410 --> 00:12:57,070 copy it, then open up your project and paste it over there. 315 00:12:57,070 --> 00:12:59,630 Yeah, and this is how you can work with 316 00:12:59,630 --> 00:13:02,992 and without the Asset Browser. 317 00:13:02,992 --> 00:13:06,800 And since the Asset Browser is constantly developing, 318 00:13:06,800 --> 00:13:09,640 it might look a bit different in the future 319 00:13:09,640 --> 00:13:11,920 when you're using later versions of Blender, 320 00:13:11,920 --> 00:13:13,510 but the basic functionality 321 00:13:13,510 --> 00:13:15,380 of dragging and dropping your objects 322 00:13:15,380 --> 00:13:17,980 into your scene will always be the same, 323 00:13:17,980 --> 00:13:19,380 that I'm pretty sure. 324 00:13:19,380 --> 00:13:21,100 And this is a basic functionality 325 00:13:21,100 --> 00:13:23,570 which we also will use throughout this course, 326 00:13:23,570 --> 00:13:26,440 and you will also see that, inside the course, 327 00:13:26,440 --> 00:13:28,610 the Asset Browser already looks a bit different 328 00:13:28,610 --> 00:13:32,287 because this one here is already an updated version 329 00:13:32,287 --> 00:13:33,600 of this video here, 330 00:13:33,600 --> 00:13:35,920 because the Asset Browser has changed already. 331 00:13:35,920 --> 00:13:38,610 However, all you really have to take care of is 332 00:13:38,610 --> 00:13:40,810 that you switch to Append over here, 333 00:13:40,810 --> 00:13:44,120 and then it works exactly as I showed you in this video, 334 00:13:44,120 --> 00:13:46,950 although it looks a bit different in the other videos. 335 00:13:46,950 --> 00:13:49,030 Yeah, and that's it about the Asset Browser, 336 00:13:49,030 --> 00:13:50,580 and now let's continue learning 337 00:13:50,580 --> 00:13:54,247 about the coloring workflow in Cubic Worlds. 26750

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