(I considered putting this in Basics & Interface, but it is in no way basic, so until someone disagrees, I simply put it in here. It is meant for discussion, anyway...)
Some may know I have a bit of an obsession with Linking in Blender. This has worsened greatly after I found out that Dropbox lets you keep online files linked together. I have now seen this as a potential core for my personal holy grail of Blender: A way to make massive collaboration projects easy to set up!
To this end, I have spent several days, once again, experimenting with links. Not appending, mind you, but linking things into files. My goal is to design a way to have scenes split into dozens of files, which can all be altered simultaneously by a team, and the results then automatically be obtainable in one 'parent' file. So maybe you have a scene in the works that shows five soldiers running down hill towards their base, which is being fired upon by helicopter gunships. The parent file is just a bunch of links to 'children' files. One child file has the basic texture of the uniforms, one has individual color designs (officers and privates have different camo specs), one has the general armature design, each soldier has a file for their particular setup, weapons have theirs, gunships theirs, base buildings theirs, etc. Hell, even the way the soldiers move and gunships attack each have their own files, as do the explosions at the base.
Why? Because in a large team, you need someone to be able to work on how the soldiers move, while another is designing their weapons, another their materials (all sharing the same texture, which another is designing), and so on. And in collaborative projects, you never know when people have the time to get their stuff done. So Craig in Ohio has to be able to model 'Private Zuza's helmet', whether or not Elsa in Stockholm is still working on the texture of its camo. And it all has to be easy to fit together, preferably automatic, so that someone can at any time render out the current version of the entire scene.
Not... freaking... easy.
Big studios have lots of 'assett management' tools for this. Projects like ED, BBB and Sintel use it, but these all have the advantage of inhouse control and a faaaaaairly predictable workflow. Open collaboration does not, so I want to be able to split everything into atoms that can all be handled independently, yet fit together neatly for rendering. I am experimenting with ways to set up large Blender projects to handle this. I do this because our Ninja Delivery Services ad project is going well, and I want the next project to be even smoother (and bigger). Linking seems to be key. I will describe my experiments here, hoping someone can point out things I missed or ideas I never considered.



). Linking seems to be key. I will describe my experiments here, hoping someone can point out things I missed or ideas I never considered.

But hey, if one action is running, one is facial expressions, and one is firing the rifle, those Actions can be moved around inside the NLA to change timing ("hmm, shoot before or after he passes by that big rock..?"). How good they look individually changes as your off-site(?) animators fiddle with the details of each linked Action.

Of course, to make it a bit more complex, maybe someone could link in the mesh, and the material from that same file, seperately, providing the best of both worlds (I think, at least...
). The question is, how many layers of linking can the material go through?? My current experimentation deals with multi-layer linking (linking to something in a file that was linked in from another file, etc.), and the results are not always what one would expect 

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