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Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 1 Scene Management – Part 2.

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Presentation on theme: "Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 1 Scene Management – Part 2."— Presentation transcript:

1 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 1 Scene Management – Part 2

2 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 2 Copying and Linking Datablocks To copy scene datablock, use Scene list found in the header of "User Preferences" window. Select "ADD NEW" to make a copy of the current scene. Select "Full Copy" from the list that opened to make a copy. The current scene will be copied to the new scene. Instead of copying everything, you can link datablocks by selecting "Link Objects" or "Link ObData" The “Link Objects” copies the objects, but not their ObDatas - meshes, curves, materials, etc.). The “Link ObData” copies the objects and their ObData Note that if you select "Link Objects", it means that the objects are linked on deeper level as Object Datablock is parent of ObData datablock. So for instance if you move an object, the move is reflected to other scenes linked this way as well.

3 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 3 Copying and Linking Object Datablocks Shift D is used to make normal copy of the selected objects: The object and some of it's child datablocks will be duplicated, the other children are just linked; you can define the attributes to be duplicated in User Preferences → Edit Methods → Duplicate with object Alt D makes a linked copy: All datablocks but the object one are linked. You can see a number next to the name of a datablock. This number indicated the number of links. If you click the number, it removes the link to the datablock and creates a new copy

4 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 4 Linked Libraries Overview Mode: All Modes Hotkey: Shift F1 Menu: File → Append or Link Blender supports reuse of your graphical models. For example, if you have a library.blend file that has a really neat Material used in it, you can, from your current.blend file, Append that Material into your current.blend file. The main menu in Blender is located in the User Preferences window (by default the header located at the bottom of the window). From that menu, all you have to do is use File -> Append or Link or press Shift F1 in your active window. The active window will change to a File selector window. Use this window to navigate your hard drive and network-mapped drives through folders and subfolders to find the.blend file that has the object you want to reuse. When you click on a.blend file (indicated by the square box next to the name), Blender will go into that file and show you the list of datablock types within it: Scenes, Objects, Materials, Textures, Meshes, etc. Clicking on any one of them will display the specific instances of that type.

5 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 5 Folder and File Organization We suggest creating a folder called /lib or /library. Under that library, create a set of folders for each kind of thing you might want to access and re-use later on, such as Materials, Textures and Meshes. Create subfolders under each of those as your library grows. For example, under the Meshes folder, you might want to create folders for People, Spaceships, Furniture, Buildings, etc. Then, when you have a.blend file that contains a chair mesh, for example, all you have to do is copy that file into the Furniture folder.

6 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 6 Appending library objects into your current project The following procedure appends an object with all it's linked data, such as mesh data, materials, texture etc., to the current.blend file. Select File -> Append or Link Locate and select the file that contains the object you want to append (often a 'library' file). Navigate to the OBJECT section of the file Select one object from the list using LMB, multiple objects via RMB, and/or a range of objects by dragging RMB Repeat the above for each kind of object you wish to append or link. Parents and Armatures (all modifier objects) must be selected separately. Set desired options that are shown in the header (to cursor, to active layer) LMB on Load Library or press Enter or MMB directly on the data to append

7 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 7 Of course, you can append or link many other things besides objects: cameras, curves, groups, lamps, materials, meshes, an entire scene, etc. Note that there is a BIG difference between adding the Object and the type of object, such as Mesh. If you append a Mesh datablock, you are only bringing in the data about that particular type of Mesh, and not and actual instance of the Mesh that you can see. Use Append (button enabled by default) if you want to make a local independent copy of the object inside your file.

8 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 8 Select Link if you want a dynamic link made to the source file; if anyone changes the object in the source file, your current file will be updated the next time you open it. These buttons are located in the File Browser window header. Click Load Library to append or link the object into your current blend file.

9 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 9 Some more loading option buttons (in the File Browser header) include: AutoSel: When an object is loaded, it is not active or selected; it just plops into your.blend file. Often, right after loading, you will want to do something with it, like scale it or move it. Enable this button and the imported object will be selected, just as if you magically right-clicked on it. Active Layer: Blender has 20 layers to divide up a large scene, and each object resides on some layer. By default, an object is loaded into your file directly into the layer it resides on in the source file. To load the object to the current active layer that you are working on, enable this button. At Cursor: By default, an object is loaded into your file at the location it is at in the source file. To reposition the object to your cursor when it loads, enable this button.

10 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 10 Finding What was Loaded: If the loaded object is not visible, consider using At Cursor or AutoSel. If you use AutoSel, remember there are Snap tools to put your cursor on the object (Shift S4 (Cursor to Selection)), and Center your view on it (C (Center View to Cursor)). Note that these tools do not work if the object is on an unselected layer, since objects on unselected Layers are invisible. Reusing Objects (Meshes, Curves, Cameras, Lights, etc) Let's suppose you created a wheel in one.blend file and want to reuse it for your current project. The physical model of the wheel would be a mesh, and probably comprised of a tire and rim. Hopefully you named this mesh something reasonable, like, "Wheel". The wheel may be colored and thus have some Materials assigned to it (like rubber and chrome). Once you navigate to the file, select the "Wheel" and it will be imported into your current file. You can import a copy of it, or merely link to it.

11 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 11 Linking: If you link to it, and later modify it in the source file, it will be shown "as-is" (modified) in your current file the next time you open it up. When selected, linked objects are outlined in Cyan. Normal selected objects are outlined in pink. Notice that you cannot move a linked object! It resides at the same position it has in the source file. To move/scale/rotate the object, turn it into a Proxy ( we will describe proxy later). When Appending or Linking certain resources such as mesh data, it may not be instantly visible in the 3D Viewport. This is because the data has been loaded into Blender but has not been assigned to an Object, which would allow it to be seen. You can verify this by looking in the Outliner View and switching it to OOPS Schematic view (you may need to have the Displays Scene datablock button selected in the OOPS Schematic Header menu).

12 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 12 To allow the newly loaded (for example, Wheel mesh) to be assigned to an Object, either select a currently visible object or create a new object (such as a cube), then go to the Link and Materials panel and select the Wheel mesh from the mesh drop down panel, At that point you should see the Wheel mesh, because it's been assigned to an object. If instead of Appending/Linking to a mesh, you load the object into Blender, it should be instantly displayed in the 3D Viewport without having to associate an object with the mesh using the Link and Materials panel.

13 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 13 Reusing Material/Texture Settings Some materials, like glass or chrome, can be very tricky to get "just right". Using the.blend files on that CD, you can import common materials, like glass, chrome, wood and bananas.

14 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 14 Proxy Objects A proxy is a legal stand-in or substitute for the real thing. In Blender, when you make a linked copy (described above), you cannot edit the object; all you have is a link to it. You cannot add to it or change it, because its source is in another file that is not open. When working in a team environment, you may want more flexibility. For example, if modeling a car, you may have one person working on the shape of the car (its Mesh), but another working on available color schemes (its Materials). In this case, you want to grant the Painter a Proxy of the object and allow him/her to modify the material settings. More commonly, you will have a character being animated by a team of animators; they can define poses, but cannot change the character's colors or armature, only use what is defined by the master rigger. The important aspect of a Proxy Object is that it allows you to edit data locally, but also allows specific data to be kept protected. Data that's defined as protected will always be restored from the Library (typically on file reading or undo/redo steps). This protection is defined in the referenced Library itself, which means that only the Library files can define what's allowed to change locally. For Poses, you can control this by indicating Bone layers as being protected. A protected layer is shown with a black dot in it. Use CTRL+click on a button to protect or unprotect that layer.

15 Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 15 Creating Proxy Mode: Object Mode Hotkey: Ctrl Alt P To make a Proxy object for yourself, establish a Link to the source object as described above. with that linked copy selected (RMB and in view (you can see it in the 3D View), press Ctrl Alt P and confirm the Make Proxy dialog. the object will be named with the original name plus a "_proxy" suffix. You may now move and modify the proxy. when selected, it will look like a local object (outlined in pink). You can then edit unprotected data. For most objects, this includes the location and rotation. You can also animate the object's location and animation using Ipo Curves. For mesh objects, the shape of the mesh is protected, so you cannot define shape keys. When you reload your file, Blender will refresh your file with any changes made to the original protected data, but will not reset your changes (unless the owner has).


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