hei,
i need some help to setup a logical Asset workflow for a project. My chalenge is to place many (50) characters in several different city scenes. Basically creating a wheres is waldo proejct.
so my idea is to create several outfits and assemble them to individual characters winth indiviual poses.i have a basic prototype here. but somehow it is not working very smooth. i struggle to create the right hierachy. when i create an asset at place it in the scene i can not pose it individually. if i do a override the asset changes location or it shares a rig with another asset
i spend a couple of ours on this but somehow can’t figure it out.
Blender doesn’t “like it” very much when you work with several levels of links, or at least that’s our experience at work. When you have something linked to another file, and that file is also linking something else it’s easy to get errors.
I’d say in your case the easiest way would be to make everything local in step 2 (Asset Assembly), or maybe create a single rig file with all of the different clothing options in it, and just create custom properties on the rig to control the visibility of the different clothes (Or to control the geo nodes setup you already have to switch clothes).
Basically removing step 2 completely and going from 1 to 3. You’d be linking the same rig several times but customizing each instance of the character through the rig.
Also, to be able to change the color/texture of anything on step 3 you’d have to make that material local, or also have it controlled by the rig through custom properties. Since there’s no way (at least not yet) to override materials to make them editable but still linked to the original.
The poses should be kept as assets in a separate file.
How are you setting up the file with the rig? The way we do it at work is saving everything inside a “master” collection called CH_NAME, and inside that collection there’s one collection for all the geometry and one for the rig, so it looks something like this:
As you can see the master collection is the one marked as an asset. When we link that collection asset into a new file and right click on it to LibraryOverride/Make/Selected & Content it creates an instance of everything inside that collection, but each instance is basically its own thing, so even if we’re linking the same character several times they all have it’s own rig and it’s own action for animation.
Look how with each version it adds a .001, .002, etc at the end, meaning that even if it’s linked from the same character, each one is independent from the others.