I was unable to find it so can someone tell me how asset browser works? Are those draged assets a linked/instanced object?
Also is it possible/or it will be in future to make parametric assets? For example: I dragged to scene 1 chair, duplicate it and give it another material and those two chairs are still instanced. Similar to Unreal where meshes are instanced but we can add many materials with different parameters.
It doesnāt. Thereās a thing in master that is called the Asset Browser, but itās not the thing theyāre showing in the video. Yes, that sucks.
I imagine it will eventually be possible to build parametric assets by storing objects with Geometry Nodes on them.
You can have different materials on linked duplicates since forever, all you have to do is switch the material data block from Mesh to Object. With objects instanced via collections, it will eventually be possible to have different materials using the Overrides system, but thatās also not in master yet.
Blender still has a lot of catching up to do.
Very interesting. Especially separation to Catalogs and dynamic tag system.
Also from this doc it looks that tool management by Asset Browser is tricky when it comes to design.
This probably explains why the only thing Iāve marked asset (a few custom materials) are duplicating itself like crazy and flooding my asset library, and canāt be directly deleted from within the asset browser.
*using very new 4-days-old 3.0 Alpha
It seems the asset description and tags are not saved with the asset itself but within the Asset Browser. So I have no idea where that data is being saved and how to move it along with the actual asset .blend files to another computer. There are several proposals on RCS asking for the ability to give every object/data-block a description since years before the Asset Browser work began.
It is convenient that I can right-click an asset and open its original Blend file, but after making a change itās still a long and complicated process to show the updated asset in the current file (if you linked the asset). I also still have no clue how to quickly and easily convert a linked object/collection/asset into a local item that can be edited and Iāve seriously looked several times per year for the last 2 and a half years.
If the asset browser is visible when you mark something as an asset, it doesnāt generate a preview image and it takes several seconds to create the asset. If the asset browser is not visible it takes a fraction of a second and makes a preview image.
Collections take a long time to get marked as an asset and they donāt get thumbnails generated. However, I can make a collection instance and then mark that object as an asset and it gets a preview image. When I append that asset into another file it creates both the original collection and the collection instance. If I link it Iām unable to move it unless I right click, ID Data , Make Library override. I really wish someone would make an in depth tutorial about that ID Data menu. First of all, why is it called ID Data?
Objects marked as assets seem to work fine except I think the automatic thumbnail camera is positioned relative to the objectās local z axis instead of the world axis. So if i import an fbx and everything is sideways and then I rotate it to be correct and then make an asset, the thumbnail is at a very odd camera angle.
If an item is already an asset it shouldnāt show both āmark assetā and āclear assetā in the context menu.
Using append (reuse data) with a collection asset makes it appear twice in the viewport. Using undo immediately afterwards crashes Blender.
I hope all observing this post:
Iām trying to turn the world from the official demo file for Nishita sky into an asset. It has drivers connected to an empty for easy control of the sun position. When I append the asset, both the world and the empty are added to the scene but the drivers seem to be broken.
I canāt make sense of how this thing works. In todayās build if I drop a collection asset in the scene while the asset browser is set to āLinkā I get a copy of the collection and its objects added to the scene and they are all locked and cannot be moved. Iām pretty sure in previous builds it was dropping linked collection instances into the scene which made more sense in my opinion.
I need to know what the workflow is for when you add several objects with āAppend (reuse data)ā and only much later realize your file is now 11 gigabytes too big and you need to replace all the collection instances with links to the original files.
Does anyone know how to make the Asset Browser generate preview images for COLLECTIONS?
update
Now my only problem is dragging a collection from the Asset Browser doesnāt only create a linked collection instance. It also creates a whole linked collection containing linked objects. At this point Iām just using the Asset Browser as a guide and still using good old file > link
Are there any plans to integrate the asset browser into the shift + a (add) command in some way?
A separate repository for the Add Menu or a way to tag assets to make it show up there would be very nice!
Donāt know about asset and driver issues, but why not use builtin sun position addon to drive it?
I was going to post about this, Iām too trying to figure out if thereās a better workflow for this.
When working with lots of external assets, having to perform the override for each asset can take quite some time. I hope thereās another solution, or if not, hopefully this will be addressed.
I just wish I could find a decent tutorial about how to do this stuff created by someone who actually knows what theyāre doing. I donāt know what Iām doing. I canāt find a good tutorial. It feels bad.
Iāll drink to that. I donāt know what Iām doing wrong. Thought it would be more intuitive.
The 3.0 Asset Browser and itās handling of collections (or lack there of) is so disappointing.
The Alpha build I was using from September seems to work better. You can at least append an instance collection and not get the duplicates that 3.0 release now has.
Such a disappointment. The workflow is not useable unless you have single object assets.
Is it normal that catalogs ive setup in the original blend file will not show up in new blend files?
Material or asset inside a blend file > mark as asset > move that into a manually made catalog like āMaterialsā or āAssets newā > save that blend into your custom file path for your asset library.
Make a new blend file where you want to use those > open asset manager > in your custom library there is just āAllā and āUnassignedā. Is that the correct behavior or do I something wrong?
Whats the point of having catalogs when they dont carry over to new projects?
thx
Edit: meant catalogs not categories