Thanks for the quick reply. Overrides kind of sound like “Collection specific scene overrides” like one would use for different renderlayers. Right? However for this purpose that’s not what I’d need to have.
I will try to describe my two use cases:
An output publish instance
- A collection of objects the Artist would like to output from the scene as an export, and publish it. In that regard it’s a group/object set that for example says: whatever is in this collection publish it as an Alembic. The collection would then have attributes the artist could set like the start frame, end frame, whether to write vertex colors or whether to include the parent hierarchy, etc. The use case is not related to rendering at all. By storing this in the scene we can produce consistent publishes from a single scene, without relying on any user selections.
It’s these attributes like start frame, end frame, etc is what I’d like to expose as custom data so an Artist could select the collection and set them through the blender interface.
Each loaded content package
- On the other hand I’d like to keep track of loaded content from the pipeline. Say I load a specific Alembic or other type of content I’d want to store in the scene the “loaded package they belong to”. I wanted to link these into their own collection on load so it would be managed like that. Than later, no matter the type of content loaded I can iterate these custom collections to figure out what was loaded (like an asset id, etc.) This collection is more of an internal pipeline usage than it being interacted with in the scene by the artist.
Again, these are my use cases. Please correct me if there are better ways to do this in Blender. We have implemented similar things in other packages like Maya, where translating the pipeline to Blender might make my brain miss better ways to do things in Blender.
So maybe other question would be: is there anything else like a set/group/collection of which a single object could be part of multiple ones?