Asset Browser question, Blender 4

May I ask a question? If I have a bunch of assets that compose my scene and I want to break free of the Asset Library yet still keep the assets in my scene…is there a way to do that?

To make my scene keep all the assets but not depend on the Asset Library? I can then hand off the scene as a stand alone scene independent of the Asset Browser.

Please refer to the video

Add…

Asset Browser — Blender Manual

Import Method

Determines how data is managed when an asset is imported. This option can be found in the center of the Asset Browser header.

Follow Preferences:

Use the import method set in the Preferences.

Link:

Same as File ‣ Link…

The asset will be linked to the current blend-file, and thus be read-only. Later changes to the asset file will be reflected in all files that link it in.

Append:

Same as File ‣ Append…

All of the asset and all its dependencies will be appended to the current file. Dragging a material into the scene three times will result in three independent copies. Dragging an object into the scene three times will also result in three independent copies.

“Dependencies” in this case means everything the asset refers to. For an object, this can be its mesh and materials, but also other objects used by modifiers, constraints, or drivers.

Since the file now has its own copy of the asset, later changes to the asset file will not be reflected in the file it’s appended to.

Append (Reuse Data):

Specific to the Asset Browser.

The first time an asset is used, it will be appended, including its dependencies, just like described previously. However, Blender will keep track of where it originated, and the next time the asset is used, as much data as possible will be reused. Dragging a material into the scene three times will only load it once, and just assign the same material three times. Dragging an object into the scene three times will create three copies of the object, but all copies will share their mesh data, materials, etc.

Since the file now has its own copy of the asset, later changes to the asset file will not be reflected in the file it’s appended to.

I might have missed the solution. Question, this video is about Linking and Appending models referenced by the Asset Editor?

Does this video cover how to break assets away from the Asset Browser? Does it cover how to make the scene file ‘not’ dependent on the Asset Browser after the assets have been placed in the scene?

I didn’t upload the video well, so I replaced it.
There is an addition above, and you can set up the assets to be connected or independent.

I think there was a way to turn an asset into an object, but I can’t think of it. :sweat_smile:

Thank you, if I find the answer I will post it here.

I found a way. Please refer to the video for details :slightly_smiling_face:
If you select Make Instances Real from the menu called up with Ctrl+A, it will be converted to an editable object.

Can I ask you to try something as an experiment?

  1. If you drag an object from the Asset Browser into your scene and “Make it Real” like the video describes.
  2. Save out the scene file.
  3. Then remove the source asset from the Asset Browser.
  4. Re open the Scene file, is your asset still in the scene file?

It is interesting that we can make an Asset editable, though. I did not know that was possible, thank you.

I “made the asset Real.” Then removed the source asset from the Asset Browser. When I re-opened the scene file, the asset disappeared. I hope to make the asset part of the scene and have it stay in the scene if the source asset is removed from the Asset Browser.

I think it’s natural for deleted assets to disappear. Because it’s not there anymore… :thinking:

What if you want to delete the assets used in scene A and keep the assets in scene B?

Why don’t we put the assets used in scene A into B and make them into B’s assets?
If you do this, it becomes an asset that only exists in B. (I don’t know if assets should be converted into assets after converting them into objects or if assets are automatically converted)

※ I don’t understand everything, so if anyone is familiar with this, they will give me their opinion. :slightly_smiling_face:

Try reading the Manual.
https://docs.blender.org/manual/en/4.0/files/linked_libraries/index.html
And the Asset Libraries just after it.
And this bit…
https://docs.blender.org/manual/en/4.0/editors/asset_browser.html

You can have the Assets come in either by Linking (Not editable) or Appended (Editable). Just like with the original appending options available in the File Menu.

Have a play with Object Menu > Relations > the second two options…
That, and the above File Menu Options, are the pre-Assets methods of grabbing things from other files.

Hello, please let me re-word my question. My question is not about Linking or Appending objects from the Asset Browser.

My question is about ‘breaking the reference’ of an object from the Asset Browser. I would like to ‘break the reference’ to the Asset Browser and still keep the object in my scene.

Just add the assets as Append, not Link, that way you’ll have the asset imported into the scene as a local copy, instead of being linked to the library.

If you already have the asset as linked, just go to the outliner and make it local by right clicking on the asset and then choose ID Data / Make Local

Hello Julperado,

  1. I dragged the asset into the Scene from the Asset Browser.
    image

  2. In the Outliner I RMB over the collection that has the “Asset Browser icon.”

  3. I Choose ID Data > Make Local.
    image

  4. Then I Save the scene.

  5. I open a Generic scene and remove the Asset from the Asset Browser. (this is a test, hoping the saved scene still has the asset in it).

  6. I re-open the saved scene and there is an Empty. The asset is missing. The Outliner still shows the Asset Browser icon as well.
    image

Maybe the process of breaking a reference from the Asset Browser is not working in Blender 4?

Ok, I’d still suggest to use this method if you always want to have a local copy of the asset.

But if you’re linking a collection as the asset, you can do this:

  1. After linking the collection asset, uncheck Instance on the pop-up that appears in the bottom left of the viewport. That should leave all the objects inside the collection visible in the outliner.

  2. If the collection and the objects are still with the chain icon, then do the step of right click ID Data/Make Local

Yes - Link and appending IS what your question is about.
Did you read those parts of the manual?

Thank very much, Julperado :muscle:. Thank you, Matakani :muscle:. Thank you, oo_1942 Kim :muscle:

In my haste to learn Blender, I believe I made several mistakes along the way. :pray:

Perhaps you have made mistakes. well all do.
One correct thing you did - you stopped calling yourself a beginner…