How to Use the Asset Browser in Blender 3.0! (Step by Step Tutorial!)

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  • เผยแพร่เมื่อ 20 ก.ย. 2024

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  • @TheCGEssentials
    @TheCGEssentials  2 ปีที่แล้ว +16

    Hi everyone! Let me know what you think about the Blender Asset Browser in the comments below! :)

    • @QuickDeath02
      @QuickDeath02 2 ปีที่แล้ว +1

      Hi, was wondering if this would work with rigged armatures?

    • @vclemdd
      @vclemdd 2 ปีที่แล้ว

      Hi, I'm new to Blender. The tool looks very friendly and convenient, does it import the asset as an instance? I'm just wondering regarding the memory footprint

    • @supergirl1892
      @supergirl1892 2 ปีที่แล้ว

      Please make a detailed video on how to convert 2D image ( say a caboose or bus ) into 3D model, with textures from image.

    • @silverretinastudios3869
      @silverretinastudios3869 ปีที่แล้ว

      Simple. Easy to remember. (Jack Sparrow voice)

  • @TheWavys
    @TheWavys 2 ปีที่แล้ว +42

    Really hoping the next update doesn't require you to have to "save as" into the actual asset folder...id love to just have it automatically work in a very simple way.....

  • @ThisIsDownstate
    @ThisIsDownstate 2 ปีที่แล้ว +3

    Your tutorials are ALWAYS concise and well explained. I will always look for your tutorials first for anything I need to learn in blender. I appreciate the work you do sir ! Cheers

  • @MarkRobinsonMBopo
    @MarkRobinsonMBopo 2 ปีที่แล้ว +6

    Thanks for this matey. This is the clearest I've seen it explained so far

  • @theblitzbrothers
    @theblitzbrothers 2 ปีที่แล้ว +2

    i can always turn to you to get a very good understanding of Blender> you don't go to fast and you understand the viewer needs a basic starting point! thank you!

  • @terryn3457
    @terryn3457 2 ปีที่แล้ว +3

    Amazing! Thank you for covering the category files, as well as how to mark materials as assets. I'm going to lose an afternoon setting this up, but it's going to be so worth it.

  • @username74060
    @username74060 2 ปีที่แล้ว +1

    I can always count on you for clarity. Much appreciated as always!

  • @GamerReality
    @GamerReality 2 ปีที่แล้ว +1

    14:50 was the most helpful for me, but this was all great! Thanks!

  • @kingofbingus468
    @kingofbingus468 2 ปีที่แล้ว +2

    I thought it was a little hard to use at first- that's how I found this video -but now once I know how it works, it will be a huge help in future projects!

  • @AndrewPace77
    @AndrewPace77 2 ปีที่แล้ว +17

    Regarding the Bonnie model's initial orientation, it would be much easier and more straightforward to just apply the object's rotation, location, and scale. Ctrl+A gets you that menu.

    • @MrSerenity1223
      @MrSerenity1223 2 ปีที่แล้ว +1

      I thought the same thing. And just move the pivot point to 3D cursor.

    • @TRANSISTOOR
      @TRANSISTOOR ปีที่แล้ว

      That's true in most cases but doesn't work on objects that you want to drag onto a wall like an AC unit for an example.

  • @ginescap
    @ginescap 2 ปีที่แล้ว

    Thanks, very exhaustive, the best i've seen till now :)

  • @Mr_Steve3D
    @Mr_Steve3D 2 ปีที่แล้ว

    Excellent TUT and I got everything to work. I was here 8 months ago but only knew how to inset a cube then so now I got this is about 2 minutes tyyyyyyyyyyyyyyyyy!

  • @supergirl1892
    @supergirl1892 2 ปีที่แล้ว +1

    Thanks for explaining it properly.

  • @8bbp
    @8bbp 2 ปีที่แล้ว +1

    Very clear and pleasant to follow along, thank you very much !

  • @itsjermy
    @itsjermy 11 หลายเดือนก่อน

    thank you! as i'm new to blender, it's cool that they have this implemented. it's gonna make it easier for me to set up scenes in the future when I want to reuse assets

  • @dubstepboy1334
    @dubstepboy1334 ปีที่แล้ว

    OMG thank you sooo much this is very useful information that i needed. I've been hoping from video to video trying to understand assets and they never completely went into detail on how to properly set it up now im one step closer to becoming a competent 3d animator. Thank You.

  • @VintageTechNerd
    @VintageTechNerd 9 หลายเดือนก่อน

    Prolly already been said, but if you go to material properties and set the viewport color, that shows up in the asset browser so it’s an easy way to color objects for both the viewport and the asset browser for later use.

  • @georgiosrigas8094
    @georgiosrigas8094 2 ปีที่แล้ว +4

    Really great tutorial. Thank you so much.
    For me though Blender needs to make it pimplier to save your assets. The procedure for the assets to appear in your asset browser window needs a lot of steps.

  • @Promeneur
    @Promeneur ปีที่แล้ว

    Great explanation, so clear. Thanks a lot !

  • @3drenderfalcon136
    @3drenderfalcon136 2 ปีที่แล้ว

    Nice tutorial, this is THE ONLY ONE that helped me to understand how to use Assets Brownser, cause its well organized step by step y and perfectly well explained, when I say the only one that means the rest of tutorials keep me in doubt until arrive here. Thank you so much!

  • @Chronomatrix
    @Chronomatrix 2 ปีที่แล้ว +26

    Great tutorial, thank you.
    I find it very odd the categories are saved in a different file, also the fact you can't just add an asset directly to your library but instead have to save a blend file that contains it. Idk maybe they'll improve it a bit later on but for now it kinda feels like a third-party plugin.
    Also, what's the deal with previews? Why can't it just show the material if it brings it over with the asset anyway?

    • @TheCGEssentials
      @TheCGEssentials  2 ปีที่แล้ว +1

      Well I'm sure it has to do with the way that Blender files are structured, and I doubt you're going to see a significant change to this anytime soon

    • @caribbeanchild
      @caribbeanchild 2 ปีที่แล้ว +2

      Yes. It's a pain in the arse the way it works.

    • @demoness2005
      @demoness2005 2 ปีที่แล้ว

      That's exactly what I was hoping for. I would love to bring in some objects and materials in other formats to find easy to use in Blender instead of duplicating things as a Blender file, thus using extra HD space unnecessarily. Thank you for the tutorial, but I doubt I'll be using it much unless I have something in a Blender file that I intend to use often.

    • @ArtistryMusication
      @ArtistryMusication 2 ปีที่แล้ว +2

      I'm thinking it's to keep down the load on the system. Looking all over your hard drive for these files would bog down your computer. Also it looks like if you take the time to add all your objects and Mats to one and catalog them they will all be in the same place anyway. If you have a large file with assets just change to read that folder where it's saved.

    • @chrishenderson1671
      @chrishenderson1671 2 ปีที่แล้ว

      @@ArtistryMusication Yes I agree. I'm reasonably happy with the Asset library as is. I prefer functional performance over slight inconvenience. Just having an asset library is gold

  • @pilotdawn1661
    @pilotdawn1661 2 ปีที่แล้ว

    As always, EXTREMELY HELPFUL! Thanks.

  • @fammnak852
    @fammnak852 ปีที่แล้ว

    I’m a beginner in Blender. Thank you so much for teaching this!

  • @PeterEller
    @PeterEller 2 ปีที่แล้ว +4

    is there any way to keep parent relationships and collections in the asset browser?

  • @sajeethpasha5495
    @sajeethpasha5495 2 ปีที่แล้ว

    Now tNice tutorials was truly an aweso video. I love your thorough style

  • @yass_queeen_engery
    @yass_queeen_engery 2 ปีที่แล้ว +1

    I love you for doing this ❤️❤️❤️❤️❤️

  • @VTeslaV
    @VTeslaV 2 ปีที่แล้ว +1

    How do I save a collection as a single asset? Lot's of my objects consist of multiple objects but I want to import them as one.

  • @manojlogulic4234
    @manojlogulic4234 2 ปีที่แล้ว +3

    Very well explained, please consider make same for pose library. Thanks.

  • @salarycat
    @salarycat 2 ปีที่แล้ว

    Thanks that answered a lot of Asset Browser questions!

  • @Temarius_Walker
    @Temarius_Walker ปีที่แล้ว

    Awesome tutorial. Thanks!!!

  • @user-uq9vb8et1c
    @user-uq9vb8et1c 2 ปีที่แล้ว

    I like your tutorials Very much

  • @mfrazeehvacc5012
    @mfrazeehvacc5012 ปีที่แล้ว

    Excellent tutorial!

  • @ubertcoolie8694
    @ubertcoolie8694 ปีที่แล้ว

    Your video is the best tutorial

  • @sjdennis
    @sjdennis 2 ปีที่แล้ว +1

    15:05 I beg your pardon? I can drag that out of where? All jokes aside, great explanation of the Asset Browser. Thanks!

  • @DavesChaoticBrain
    @DavesChaoticBrain 2 ปีที่แล้ว +2

    Okay, but what about Multi-Part models? For example, at 1:30 you have a Dresser model in your library. What if we wanted that to be a game asset where the drawers could be opened? The drawers that can open would need to be separate objects from the main unit but so far I can't find a way to save a multi-part object as an asset.

  • @divyanshu199
    @divyanshu199 2 ปีที่แล้ว

    Great efforts man, really appreciate your work.
    Keep doing it.
    👍🏼👍🏼👍🏼👍🏼👍🏼

  • @frankusvolubilis9210
    @frankusvolubilis9210 2 ปีที่แล้ว

    Thanks
    A brilliant video as usual
    Made it simple to understand, and like the use of Time Lines
    Very good Video
    Thanks again

  • @KevRyanCG
    @KevRyanCG 2 ปีที่แล้ว +14

    This is great! Is there a way to add all your own assets to the library, for example my HDRIs via blender? Or would be have to load that up as a texture first in blender to save it as an asset? I was hoping I'd be able to add a folder and see my HDRIs/textures almost like a file browser.

    • @KevRyanCG
      @KevRyanCG 2 ปีที่แล้ว +9

      I've since answered my own question and no. It's not how it works, however if you have a "world" set-up with a HDRI you can right click on it in the dropdown and Mark that as an asset. So I'm gonna have to convert a bunch of them at some point.

    • @caseymckinney2423
      @caseymckinney2423 2 ปีที่แล้ว

      @@KevRyanCG good to know

    • @DimiArt
      @DimiArt 2 ปีที่แล้ว

      @@KevRyanCG thanks bro

    • @Sophistry0001
      @Sophistry0001 2 ปีที่แล้ว

      @@KevRyanCG So you're saying you added an HDRI to a sphere or on some other mesh - as a texture so it could be added into the asset manager?

    • @JohnSmith-bf6im
      @JohnSmith-bf6im 2 ปีที่แล้ว +2

      Why don't you just use easy hdri. It allows you to switch between different hdri's

  • @muglermugler5590
    @muglermugler5590 2 ปีที่แล้ว +1

    amazing stuff!!!

  • @dakhudson1142
    @dakhudson1142 2 ปีที่แล้ว

    Thank you so much for being a great teacher! Love your videos!

  • @mrnomore
    @mrnomore 2 ปีที่แล้ว +1

    Thanx. Finally understood how to use it. But I feel it's still waaaaay too complicated to be used on daily basis. One should be able to just drag anything and drop it in the correct folder without all the hustle. This is a creativity killer for now. Sticking to the Assets Management Addon until better solution finds it's way into the sunlight.

  • @djC653
    @djC653 2 ปีที่แล้ว

    Now I think I got it, tnx this was very clear and cleared up some things I had Q's on. A+

  • @windworldwide8840
    @windworldwide8840 2 ปีที่แล้ว

    usefull tip ! : with asset file open, ... drag drop an other file with assets, ... append this file, ... navigate to the materials ... select all (or the ones you want to add to your library) ... sort them ... save the blender file ... and you're done !

  • @reygood1
    @reygood1 2 ปีที่แล้ว

    Very well explained! Thank you!

  • @cameron8285
    @cameron8285 2 ปีที่แล้ว +1

    Great video as always. 👍🏻

  • @scale...3d
    @scale...3d 2 ปีที่แล้ว

    Thanks for this really useful video, really appreciate the efforts man!

  • @EnderElohim
    @EnderElohim 2 ปีที่แล้ว

    Oh thanks you very much
    fun fact: if you add multiple path on preferences->file path->asset libraries you can have multiple files for different stuff

  • @KUBE.archvis
    @KUBE.archvis 2 ปีที่แล้ว

    great video, and wonderful addition to blender. will save lots of time. Thanks.

    • @TheCGEssentials
      @TheCGEssentials  2 ปีที่แล้ว

      For sure - really excited about this addition!

  • @BurnEdOutOne
    @BurnEdOutOne 2 ปีที่แล้ว +2

    I'd love if you did a video on organization, specifically with regards to the asset browser, because I had developed a system that worked for me before, but now that the asset browser is here I feel like it might be in my interest to reorganize my files so that it can best take advantage of them without simply doubling the storage requirement.
    It seems like the simplest but least graceful method would just be having a duplicate copy of every finished asset in the base level of the browser folder, occasionally combining some of them based on type.
    Any advice that would cut out painful learning lessons and time loss would be appreciated.

    • @Sophistry0001
      @Sophistry0001 2 ปีที่แล้ว +3

      I just spent a lot of time going through all my kitbash and PBR textures to bring them into blend files and then adding them to the asset library.
      For the kitbash objects, I just went through and appended a bunch of objects into a single blend file for a given category, so like hydraulics for example. Append all hydraulic objects into a single blend file to be loaded into the asset manager. I was a lot of grunt work but nice now that I have it done. Did the same for the materials, made a scene with like 30 iso spheres, and just went one by one texturing them according to a category (wood for example) then save that blend file in my asset location folder. Again, it's a lot of grunt work but it works really well now.

  • @GlassesAndCoffeeMugs
    @GlassesAndCoffeeMugs 2 ปีที่แล้ว

    Was hoping there was a way to store assets like this! Thanks dude

  • @systemG3000
    @systemG3000 2 ปีที่แล้ว +3

    That was a very informative video and helped a lot, thank you mr Ernest P. Worrell. But you have to save every file with assets as a copy in a different directory? Is there a way to have one asset file and save to it from any file you have open? Thank you!

  • @simply_the_dev7588
    @simply_the_dev7588 2 ปีที่แล้ว +1

    the zip file doesn't come with the second file to label the categories. Only a txt file

  • @deeg9443
    @deeg9443 2 ปีที่แล้ว

    Thank you for the video, it definitely helped me!

  • @sfessen
    @sfessen 2 ปีที่แล้ว

    This was good Justin. Looking forward to some of the new pose features.

  • @thebeardedmen
    @thebeardedmen 2 ปีที่แล้ว +1

    It does look like a very early feature, especially if you have to fiddle with files outside the software. But it can only go up from here.

  • @hyperactiva9791
    @hyperactiva9791 2 ปีที่แล้ว

    I love this tutorials xd, I feel the joker is giving them

  • @fredericld6553
    @fredericld6553 2 ปีที่แล้ว

    Thank you , good demonstration

  • @suyeonlee1732
    @suyeonlee1732 2 ปีที่แล้ว

    oh my god absolutely amazing!!! and perfect explanation as always

  • @WilIJpelaar
    @WilIJpelaar 2 ปีที่แล้ว

    Very nice and olso the Tutorial.

  • @whitewandarer313
    @whitewandarer313 2 ปีที่แล้ว

    thanks Justin))) i hope in near future we can see some project lesson from you))))

  • @MarcV_IndieGameDev
    @MarcV_IndieGameDev 2 ปีที่แล้ว

    Cheers big man!

  • @Illasera
    @Illasera 2 ปีที่แล้ว

    7:30 Mind, so this is one of those things that the answer to the problem with the origin is
    To make the model proper to begin with , When you start playing with the origin, some things like bones and animations, physics, blender drivers, mirroring , constraints, modifiers and what not are depended on the origin, It may fix things in this example but could cause problems down the road (Depend on what the model is used for).
    Which is why the answer is : Do modeling correctly to begin with.

  • @Blender-3D-Guides
    @Blender-3D-Guides 2 ปีที่แล้ว

    Just wonderful!! 👍💯🤘

  • @richod9635
    @richod9635 ปีที่แล้ว

    Wonderful!!

  • @OmluTerong
    @OmluTerong 2 ปีที่แล้ว

    very nice.Thank You

  • @zofo264
    @zofo264 2 ปีที่แล้ว +1

    Thanks for sharing! I wonder if you can save the node setup under composting settings?

  • @D3LB0Y
    @D3LB0Y 2 ปีที่แล้ว

    ty this is what i was looking for :)

  • @AutumnRed
    @AutumnRed 2 ปีที่แล้ว

    I guess you can use these assets to create architectural forms like wall or roof variations so you can build different building by assembling them later, right?

  • @Pomeo7520
    @Pomeo7520 2 ปีที่แล้ว +1

    a good lesson. is it possible to add a collection to the asset browser somehow? Or maybe it consists of many objects, so as not to combine it all? it seems like there was such an opportunity in the Alpha version, but I can't find it here)))

  • @vishisht8688
    @vishisht8688 2 ปีที่แล้ว +2

    Hey, so you said that to preview material on the models we need to have a texture. Could you explain what do you mean by that?

    • @TheCGEssentials
      @TheCGEssentials  2 ปีที่แล้ว +2

      That they actually have an image file that they're repeating on the object rather than just a color associated with the material. That being said, I'm not clear if the full driver of this is something specific in the node setup or something else. More testing needed on my part and the documentation didn't really address it.

  • @BuddhaPhi
    @BuddhaPhi 2 ปีที่แล้ว +1

    Thanks for the tutorial. I think the Asset Browser as of Blender 3.1 is extremely unintuitive and difficult to use. Attempting to create your own library of assets borders on being a completely terrible experience. I've used a couple different Blender add-on asset browsers (Asset Manager and KIT OPS) and they are far, far simpler to use. Of course they have there own limitations though. I've also used the asset browser in Cinema 4D and it's absolutely painless. I don't understand the Blender devs' logic at all with how they developed this.

  • @irfanbudimulyana711
    @irfanbudimulyana711 2 ปีที่แล้ว

    thank you Justin!

  • @Sophistry0001
    @Sophistry0001 2 ปีที่แล้ว

    So, the only reason the objects in the asset manager were responding to being textured is because you were actively working on the asset library blend file. If you were pulling in an asset from one file into another through the asset manager it wouldn't do that.

  • @seannarae
    @seannarae 2 ปีที่แล้ว

    Help talk me off a ledge here, Justin...
    I get that in order for assets to be available/visible in the Asset Browser (AB), those assets must first be [a] saved within a .blend file sitting at path specified in User Preferences, and [b] be Marked as Asset within that .blend file. Once i swallowed that pill, it seemed clear that my OCD brain would want to have one central .blend file for Materials, another for Meshes/Objects, etc. Hell, i'm not opposed to having one .blend file to rule them all, containing 100% of the assets i want to be available in the AB.
    But here's where i'm going grey...
    If i want to be able to see & play with those assets within a NEW .blend files' AB, does that .blend file *ALSO* need to saved to the same folder as specified within User Preferences? Seems so, yes. If i create a new/fresh .blend file using my existing pre-3.0 file structure - before i created a dedicated Assets folder - the assets Marked as Assets will never show up. If however i save a copy of the .blend file (SAVE AS) within the dedicated assets folder, only THEN will the assets be visible/available.
    Seems if i want to use the new Asset Browser, i'll have to completely re-think the file structure + save locations for my .blend files.

  • @mattli911
    @mattli911 2 ปีที่แล้ว

    Thank you!
    Eeeh... this seems like needs some work yet in UI/overall usability on the Blender side.
    Definitely is not very user friendly to me yet. Or similar to what other people said.
    Having to go back and forth with files and save in a certain way. I've been using Asset Management Addon, and it's much more simple I feel like.
    In that addon, you can mark an asset for add, and it saves in its own file/goes into a certain subfolder on your computer.
    So you can have 100 bolt files, and not into 1 huge file.

  • @drumSick66
    @drumSick66 ปีที่แล้ว

    Great, thank you!
    Is it possible to use a path, that's somewhere in the web? Like a dropbox-path or something...

  • @MECACARL
    @MECACARL 2 ปีที่แล้ว

    Question: I have a model that I created in another 3d program. Once I imported the model into Blender, I clicked on a 3d object within the "model" and then "Marked as Asset". I did see movement within the "Asset Browser" but the model/ Image of the model never appeared in " The Asset Browser". Question; Is the reason that the model doesn't appear, is because it's not a "Blender File"? and if so, how do I get "Mark as Asset" to work for a 3d obect that's from another 3d program?

  • @AustinOConnellVideos
    @AustinOConnellVideos 2 ปีที่แล้ว

    thank you!

  • @msmmultimedia-blender
    @msmmultimedia-blender ปีที่แล้ว

    In my assets blend file i have added a isometric camera with the correct rotation. But when i drag them in to a new blend file the rotation is set back to 0,0,0. I have tried to apply rotation and scale with CTRL+A, before marking as asset. I have also tried to add the rotation to the Delta Transform. How can i fix this....??

  • @elgolden100tyfiko8
    @elgolden100tyfiko8 2 ปีที่แล้ว

    sooooo helpful thank you so much

  • @stevesculptor1
    @stevesculptor1 2 ปีที่แล้ว

    If I bring in an asset, a block of wood, and save as an asset say a 2x3 wood block, when I drag it in to the viewport and change it, it changes the asset ! I've tried refreshing the library but that doesn't work ?

  • @JonahHache
    @JonahHache 2 ปีที่แล้ว

    Thanks so much!

  • @3dartistfoxhound488
    @3dartistfoxhound488 2 ปีที่แล้ว

    Whut´s ap guuuyyysss! I LOVE IT :D

  • @iresolvers
    @iresolvers 2 ปีที่แล้ว

    thank you didn't know why my assets are upsidedown

  • @akongas
    @akongas 2 ปีที่แล้ว

    So if you have a scene where you’ve brought in 100 monkeys into the stage from the asset library and you wanted to change the size of the ears but didn’t want to do it for 100 monkeys, just the one… how do you update the scene once you’ve changed the asset?

  • @kodiakbluefox6643
    @kodiakbluefox6643 2 ปีที่แล้ว

    I have a question. How do I add new brushes on the BlenderKit?

  • @BMF6889
    @BMF6889 2 ปีที่แล้ว +2

    This looks like a good start, but it seems to be the Blender developers' culture to include a lot of unnecessary steps to achieve an outcome.
    First, there doesn't seem to be a batch import to the asset browser where I already have a number of folders organizing my materials and assets. It looks like I have to essentially do them one at a time, save, refresh, wash, rinse and repeat. A long time ago, I used to be a pretty good programmer in several languages such as Natural (the precursor to SQL), the original Basic, the original C, Pasqual, and a couple of others no longer used. But I understand how coding works, and I think it would be fairly straight forward to automate several of the steps to reduce the amount of fiddling needed to add and modify assets.
    Of course, one size doesn't fit all. Therefore it would be simple to have a preference option that you could change to automatically reduce the steps or a manual option where the user has to go through all of the steps.
    Second, it's unclear what happens if I modify an asset in the browser. Does it only update in the current blender file or does it also update in the asset browser file. There should be an option to either update only the current blender scene or to update both the current scene AND the original file in the asset folders. That too seems fairly easy to program since it is really an option to just update the current instance or to the linked object.

    • @MusicAMG
      @MusicAMG 2 ปีที่แล้ว

      assets are in blend files, so, the link and append rules apply.. yea, me too, retired programmer.. If you ever wanted to write your own addon, it isn't that hard really.. One thing I do all the time, is buy commercial addons and guess what you get ?? source code in Python.. :) cheers

  • @maipix6046
    @maipix6046 2 ปีที่แล้ว

    When i open the asset browser my selection doesn't show the options for shader, scenes, objects, animations etc .

  • @futurestoryteller
    @futurestoryteller 2 ปีที่แล้ว

    I don't even know how you would make this work but I'm curious - is any of this conditional? The demo file had a set with a window, and then a curtain as an asset. Would be interesting to think you could change the size of the window and the asset would resize itself to fit automatically.

  • @pixel-ink
    @pixel-ink 2 ปีที่แล้ว

    Well, the Asset Browser is a good start. But there are some things you can't do; 1) Multiple separate objects (aka collections). Some don't want to Join objects together; 2) If you wanted to setup 3-point lighting, you can't add separate lights to asset browsers; 3) What if you want to create a scene with many objects, lights etc. to the asset browser. You Can't!... So, Not very useable yet.

    • @rvayanimat0r
      @rvayanimat0r 2 ปีที่แล้ว

      It can with collection asset

  • @ShapetrixEntertainment
    @ShapetrixEntertainment 2 ปีที่แล้ว

    Hey Justin, Question have you ever used the asset browser with a team over dropbox or sync? I am running into some issues with the assets that are used from the asset browser not showing up, i think its something to do with the path to the file that is in sync software we are using. so on one machine it will be on the C:\\ and on another machine it might be on the E:\\ drive. do you know of a way to fix this that is not going into the outliner and relocating the files. If you know of anything that would be great, Thanks again and keep up the good videos

  • @LukeHomay
    @LukeHomay ปีที่แล้ว

    Does this translate over to your other computers? How does that work? Just make sure to have those blend files with you? I keep everything on a fast external SSD

  • @clausbohm9807
    @clausbohm9807 2 ปีที่แล้ว

    But how do I put them in the other folder. I created a buildings folder, Added in the path in preference and pointed to it in the file (It shows up in the asset browser view) but how do I get the scene building that I downloaded into that particular folder, not the current one?

  • @hasymiller
    @hasymiller 2 ปีที่แล้ว

    Can I just point my projects folder as the asset library (so I don't need to continuously "save as")? AWESOME VIDEO BRO!!!

    • @TheCGEssentials
      @TheCGEssentials  2 ปีที่แล้ว

      Ummm...I wouldn't - I'm sure Blender would become unmanageable pretty quick if it was trying to read every single file that was in that folder

  • @chrisgroff4981
    @chrisgroff4981 ปีที่แล้ว

    Hi. I like the browser but I'm having a problem saving rigged characters in it. I save it as a collection but the armature is included with the rest of the meshes as one mesh. I've tried it seperately but it comes out funny. Can you please help?

  • @Slickstaff_Stainpants
    @Slickstaff_Stainpants ปีที่แล้ว

    thanks

  • @darthsquirrel4247
    @darthsquirrel4247 2 ปีที่แล้ว

    Can u save an object with its connected children as an asset?

  • @Zeriel00
    @Zeriel00 2 ปีที่แล้ว

    I got all my files facing the wrong direction and I'm supposed to go and take a screenshot of them? Why can't I just rotate them!??!

  • @fxswanlast5486
    @fxswanlast5486 2 ปีที่แล้ว

    when using an asset, is it appending or linking? I want the basic asset but when brought into a scene the ability to change the material, etc. WITHOUT messing with the actual Asset itself.

  • @cutescarydolls
    @cutescarydolls 8 หลายเดือนก่อน

    my new blender files would work slow if I fill too much the Asset Browser?