Import
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You can drag and drop a
.blendfile and you'll be asked with the available options.
Copy / Paste
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You can copy elements from one
.blendfile to another, just by using ctrl+c and ctrl+v. -
Everything is local; unlinked-copy.
Append
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Basically a fancy way of "copy / paste".
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Everything is local; unlinked-copy.
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Ideally, you append a Collection, not individual Objects / Meshes.
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The reason for that is organization.
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Link
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Brings an instance from another
.blendfile, and every time you make a change to the original file, the instance will be updated. -
How linked data looks :
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Cannot be edited.
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A Library Override was made.
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The data can be edited, but will revert to the original data once the file is reloaded.
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Edits made after a Library Override are not saved anywhere, so this is only useful for testing; as changes are not saved.
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Despite this, you can still make Poses and create new animations (old ones cannot be modified).
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The idea is that you cannot modify the data, but you can animate the data.
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These new animations are stored in the current Blender file, not in the source file.
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A Collection is instanced as an Empty.
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To see its contents, you have to make a Library Override .
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Good workflow :
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"An animator would work on a linked version of the file, while a modeler / rigger would work on the original file."
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"A level designer would work on a linked version of the file, with the low-poly mesh, while the modeler would work on the original file."
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You should link Collections , not just anything.
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"You can easily add or remove assets from a Collection. Objects can only store their own data."
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An Object cannot even be moved.
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"Use a master collection", etc.
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Name your collections as obviously as possible, to not link wrong collections.
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My Master Collection is fully capitalized.
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Fixing Broken Link :
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If the path of the linked
.blendfile is changed/renamed, this will make the object have missing data, showing the 'missing data' icon (torn paper). -
The path can be fixed by going to
Outline -> Blender File -> Libraries -> ~file -> Relocate.
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Remove Link :
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Assumption: Clicking the 'chain icon with arrow' breaks the link, allowing edits to be made normally, as the file becomes saved locally.
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If you Shift + Click the icon, something else happens, but I don't know what.
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Asset Library
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"Mark the Collection as Asset".
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Add this file to the asset library, so I can access all this stuff more easily in other files.
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You can change the import method in the Asset Library.
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Link will make it so that if the asset is updated in the original file, all other files will change as well.
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Library Override can be used. For what?
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For something specific for my current scene, I go for Append, so I can edit the file here, without having to edit the original model.
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Export
glTF
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Inspired by this: Blender Super Batch Export .
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What is not exported by default :
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Collections.
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It's as if they don't exist. The content of a Collection "comes out" of the Collection during export.
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Export glTF -> Data -> Scene Graph -> Full Collection Hierarchy:-
Each Collection becomes a Node in the glTF.
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