![]() This library is special, as it is the only asset library in which assets can be edited. Note that the Asset Browser in the video shows the Current File asset library. EditingĪssets have metadata, which can be edited from the sidebar: The advantage of using the Outliner is that it allows turning multiple data-blocks into assets, as shown in the video. Designs for more customizable previews are being discussed too. When using Mark Asset, an automatic preview is generated. A Blender data-block can become part of an asset library by using the Mark Asset operator, which is available in multiple places: Before using an asset library, you have to create it. Plus, there are plans for “generative” assets, which allow you to paint geometry or particles into the scene. Other kinds of assets, like poses or brushes, you wouldn’t drag into the scene but apply with a double click. In fact, this can become a general transform tool in Blender, it’s useful for more than just asset dragging. There are plans to extend this so you can keep transforming objects (or collections!) after dragging them in. ![]() Here’s a work in progress implementation of object placement with bounding-box based snapping: Using assets from an external asset library. Features that help place the asset in the scene are important. ![]() Using asset libraries should really be an enjoyable, effortless experience. It’s not the “correct” order, but we’ll start with the best part: Using. The workflow can be separated into four parts: Creating, editing, using and sharing asset libraries. Many design improvements and features are yet to come. Keep in mind that what you’ll see still needs lots of polishing. Let’s start with a demo! The sections following that give a bit more background on the design then.
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