Because of the deprecation of proxies, I’m going to have to change my workflow from proxy based to library override based, but I’m having some issues and confusion.
With my existing workflow, I link the collections from my character file that I want, like the character’s body, hair, set of clothes, various accessories/props, and rigging. Then I make a proxy of the armature contained in the rigging group, hide the linked rigging group, and everything is good to go.
If I instead try to do things the new way, and make a library override for the rigging group, the other linked parts of the character do not react to moving the armature. They seem to be separate entities that don’t have any connection to the rig.
The way around this that I’ve seen people doing is to have all parts of the character in a container collection, link that big container collection into the scene, then make a library override of that.
One problem with this is that if a character has, say, multiple different sets of clothing, this links ALL of them into my new scene, and then I have to hide the ones I don’t want. This vastly increases the amount of data that blender has to load. Some of my characters have a number of different sets of clothing, props, accessories, etc, only a few of which will be needed in a given scene.
So what am I supposed to do if I want, say, a character’s body, hair, and only one out of of several outfits of clothing? Is there a way to link the collection separately and tie them together? Or am I missing something?
Any help, or even just being nudged in the right direction would be very much appreciated. This issue is stopping me from upgrading to 3.0 until I figure it out.

