I’ve run into a problem while making a Blender asset pack (intended for use in the Asset Browser), and I’m wondering if there’s a solution, or if I’m just off the mark as to proper practice.
I’ve got a number of subtle variants of a each asset-- in my current situation, it’s soda cans with different edge counts on the cylindrical spin, so there’s a “16”, a “32”, and a “64”. The variations are subtle enough that the thumbnails won’t show them, and when I’ve got something like “Aim-Hi Root Beer Can 16” versus “Aim-Hi Root Beer Can 32”, the names are both truncated to “Aim-Hi Root Beer …”, so determining what’s what involves guessing, inference, or stretching out the details panel to fit the whole name.
My first thought was Catalogs, and while I could put them into catalogs in a way that worked well on my own machine, catalogs require the sidecar blender_assets.cats.txt
file, which can’t be packaged with the .blend
file, so it always has to be transmitted separately, and it can’t be integrated with the user’s current library unless they make a new library directory just for that one pack.
So, thoughts and ideas I’ve had so far:
- Resign myself to it, and front-load the variant in the name so it shows up with truncation, or do something like a callout in the thumbnail. This is ugly and doesn’t scale well, but is probably the fallback option if I want one.
- Solve all problems with Python: Make a Python script that goes through some property in the objects and assigns the categories accordingly. Put it in as a Text datablock and tell the user how to Alt+P run it. Not terribly great, since a user shouldn’t trust some yahoo off the street writing bug- and exploit-free Python to make things work.
- Solve all problems with Python, Extreme Edition: Make a Blender addon that does this. It’ll be a lot of time sunk and nobody will care.
So, I suppose the first question is: Am I just Doing It Wrong, fundamentally? Am I just thinking about the packaging and distribution of Blender asset-pack files incorrectly? Is a person expected to put each pack in its own asset directory (which would make shipping a sidecar or naming objects less long-windedly work)? Should I be putting variations in different .blend files, or something like that? (That specifically wouldn’t solve my issues, I don’t think, since if you drop all the .blend files into your asset library directory, you’re going to see everything in a big pile, still.)
Absent that, is there some feature or process consideration that I just haven’t stumbled over yet that solves all my problems? Is the Asset Browser still in its infancy enough that this sort of thing hasn’t taken shape yet? How do other people solve this problem, or do they?