Edit Linked Libraries, wonderful hidden feature!

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  • Опубликовано: 3 фев 2025

Комментарии • 44

  • @ChoosenKnight
    @ChoosenKnight 2 года назад +7

    This will completely changes my Workflow. Thank you so much for sharing man!!

  • @AFoxinSpace
    @AFoxinSpace 2 года назад +4

    Absolute gamechanger, thanks a lot for pointing this out.

  • @samfellner
    @samfellner 2 месяца назад

    This is such a insane Workflow, thank you so much.

  • @JaredOwen
    @JaredOwen Год назад

    Thank you for the video! This is extremely helpful

  • @rajendrameena150
    @rajendrameena150 Год назад +1

    Hey Christopher, i am really thankful to show this feature, i also have the problem with collection instances as they always obey world origin which gives me frustration. The method you are showing is used in revit in a polished way so people build their own model libraries and i wonder that blender is fully capable but the polishing and straightforward workflow is not implemented, as you can see here that only you know about this thing and that is also after so many tries.

  • @evilvenom6659
    @evilvenom6659 3 месяца назад

    Thankyou a lot from helping me to make editable of an linked object....❤️

  • @ElvinDude
    @ElvinDude 2 года назад +1

    Thank you a lot, Chris!

  • @phamthohongduong
    @phamthohongduong Год назад +1

    amazing, thank you very much!

  •  Год назад

    Thanks a lot for this tutorial!

  • @ruslandad365
    @ruslandad365 4 месяца назад

    Amazing Tutorial!!!
    Thanks!!!

  • @faruambient
    @faruambient 5 месяцев назад

    great tip! I wish they would make updating textures more easy. There is one texture, which doesnt update and it drives me insane! I have to rebuild everything, because there is no way to manually update this in recent versions of blender.

  • @MrWeijde
    @MrWeijde 2 года назад +1

    For the best result use the asset library

  • @___x__x_r___xa__x_____f______
    @___x__x_r___xa__x_____f______ Год назад

    Wow thanks for this

  • @essentialelephant8850
    @essentialelephant8850 2 года назад

    Chris is the best!! He has been teaching 3D for years so SUBSCRIBE!!

  • @BlaBla-sf8pj
    @BlaBla-sf8pj Год назад

    fantastic ! thx !

  • @formforms2136
    @formforms2136 Год назад

    Ty bro gonna try this addon

  • @RomboutVersluijs
    @RomboutVersluijs 11 месяцев назад

    Ive used the core of this addon to chance the addon save node presets by campbell. This is the addon whixh allows you to save nodegroup as presets and recall them from the add menu. The problem inhad with irz is that tou manually need to open the preset file than import tou nodegroup from your working file. Save it, then close and ipen your scene again. Using the core funxtion of this addon. Tue save node preset addon now does it all auromatically. Its way way better. Ive also added a system so you can make preset files. So you can use categories like materials, geometry nodes, compositor node presets. It still needs a bit od work, but my plan is to borify campbell and hope he will apeove of updarinf it to blender. I have both of these addons also added to a shortcut for even faster workflow

  • @matheusscarabelliavila6149
    @matheusscarabelliavila6149 9 месяцев назад

    Top demais filhão

  • @RomboutVersluijs
    @RomboutVersluijs 11 месяцев назад

    One thing i wish we could do, is set a deafult for the empty size when tou link a model. We can nake the empty smaller with the object menu, press W, but would be bice it we coule set a default for vs the default 1m. It clutters the scen when your working in true scale and dont use big objects

  • @RomboutVersluijs
    @RomboutVersluijs 11 месяцев назад

    I've also updated edit linked library so we can open a new instance of vlender. Than we save and when you return to the other filez it doesn't need to reload the complete scène. I made it soz you only need reload the blend file. It works really nice. I'll make mention to the devs and hope they will add my feature

    • @christopher3d475
      @christopher3d475  11 месяцев назад

      That sounds good. I think there's also a bug that prevents items being enabled or disabled in the Outliner from propagating the main scene.

  • @vladartiomav2473
    @vladartiomav2473 11 месяцев назад

    So many great addons disabled by default in Blender! This will change my workflow forever!

    • @christopher3d475
      @christopher3d475  11 месяцев назад +1

      Yeah, I don't know why this isn't on by default.

  • @MrWoundedalien
    @MrWoundedalien 11 месяцев назад

    Awesome!!!!!!!!!!

  • @robertYoutub
    @robertYoutub Год назад +1

    The add on actually save the current file and open the linked file, then does the dame backwards. So you can do that manual as well. Of course not same comfortable. The problem is, with larger scenes, for example a background with trees, garden etc. loading times happen. Or in a more complex scene, it first save the scene, then quickly open the linked one, then takes again time to open the main scene. Blender is fast, but it could be much better here.
    PS. You can actually open the resource scene as a separate scene in your Blend file, to quicker jump to it.
    PS, I actually was searching for export and link objects, which an add on does, but again, Blender is doing it not really good. No compare to Xref or Proxy.

    • @christopher3d475
      @christopher3d475  Год назад +1

      The other add on I like better than this is the Edit Collection instances add on. No need to save external files and keep track of all the linking issues. But both have their places. Ultimately Blender needs some improvement in its editing workflow.

    • @RomboutVersluijs
      @RomboutVersluijs 11 месяцев назад

      Well it has a checkbox, open in new instance. So then it open the linked file in a new blender instance. It will update once you close the other instance.

    • @RomboutVersluijs
      @RomboutVersluijs 11 месяцев назад

      ​@@christopher3d475cool, I was actually thinking of making something myself after seeing this video and also bumping into the issue with collection instances. I'm gonna look for that one. Thanks for the heads-up

    • @RomboutVersluijs
      @RomboutVersluijs 11 месяцев назад

      I've also updated edit linked library so we can open a new instance of vlender. Than we save and when you return to the other filez it doesn't need to reload the complete scène. I made it soz you only need reload the blend file. It works really nice. I'll make mention to the devs and hope they will add my feature.
      I actually thought that open new instance would work that way. It uses to work like that, but I can't recall properly.
      But now it does work how I described above. In not sure I can make a pull request on the main addon, that's kinda NDS of a hustle. I need to make a copy of all the addons in a repo

  • @rajendrameena150
    @rajendrameena150 Год назад

    I want to ask one question- is there a method to replicate the edit poly modifier of 3ds max.
    If you dont know then i will tell you- it allow you to build the model at one subdivision level to model main form and when you subdivide and reapply the edit poly modifier, it allow you to manipulate geometry here as per your want to add as secondary detail. After that you can subdivide more and add more fine detail here. Now here comes the best part, lets say you want to change something in first level then you can go back and after moving the vertices when you come back all the upper level gets updated with their fine details. It gives you very high level of control over any subdivision level. Is there any such thing in blender which gives you such flexibility in design.

    • @christopher3d475
      @christopher3d475  Год назад

      Yeah, Blender's subdivision modifier isn't as flexible as that. We do have multiresolution sculpting which does work the way you describe, but not for common editing.

    • @rajendrameena150
      @rajendrameena150 Год назад

      @@christopher3d475 yes, why not blender allow it for normal editing.

    • @RomboutVersluijs
      @RomboutVersluijs 11 месяцев назад

      You can allow the sub surf modifier to show when your in edit mode. That's as far as you can go. The poly edit from 3d max is kinda different I believe

  • @eobet
    @eobet Год назад

    I’m surprised you didn’t run into any of the numerous bugs associated with linked libraries, especially for overriding materials which isn’t fully supported yet…

  • @jeromeprice9952
    @jeromeprice9952 2 года назад +1

    Have you had any experience of the linked library's becoming local instances when blender is restarted? I don't know where the instance is referenced when this happens. On complex scenes it's a nightmare!

    • @christopher3d475
      @christopher3d475  2 года назад

      I haven't seen that, but I can do some testing to see.

    • @jeromeprice9952
      @jeromeprice9952 2 года назад

      @@christopher3d475 it's only happened with one file. However it's on a large project. I've checked that auto pack is disabled. Discovered your chanel recently. Loads of brilliant content, thanks!

    • @louisekoenen1016
      @louisekoenen1016 Год назад +1

      yess, I've been running into that too, is it possible to convert them back to links without fixing all links manually? because if not this is really a nightmare

    • @christopher3d475
      @christopher3d475  Год назад

      @@louisekoenen1016 I haven't seen it happen so I've not had to figure out a workaround yet.

    • @christopher3d475
      @christopher3d475  Год назад

      @@louisekoenen1016 I'm working on a tutorial right now for another neat addon that's going to give you a secondary option for working with collection instances I think you'll like. It might help you to bypass this issue if you consistently run into it.

  • @Spacerex420
    @Spacerex420 2 года назад +2

    I've been looking for this! I also watched this from Johnny Matthews: ruclips.net/video/nujaW-qNoRk/видео.html Johny adds a step to this process involving linking materials to objects in the materials panel. Does this feature/addon negate the need to do this? Nice clear tutorial. Thanks so much!!

  • @eltitano1
    @eltitano1 7 месяцев назад

    In my opinion, that's not that great. Quite the opposite: it shows how cumbersome and inflexible the "library" system in blender still is despite all the workarounds and improvements.