These are properties of the collection itself, which means they get linked along to other scenes and files. Previously there was only a visibility toggle per view layer, now there is explicit viewport and render visibility again. View Layers and Visibilityīesides the group related changes, we also made changes to collection visibility. In a following blog post we’ll look at how this will work with the new override system, which is still under development. Note that the helper objects will still be linked indirectly and used to draw the rig, but they will not be individually visible.įrom here we can create a proxy as before and start animating the rig. This will give us just the character mesh and rig, without the lights and helper objects that are only need for working in the original character file. In the shot file, we can now instance the “Hero” collection. “Hero” for the character mesh and rig, “Rig Helpers” for custom bone shapes that are used in the rig, and a few other collections and objects for doing render tests. In the original file we create a few collections. Character Linkingįor linking, let’s consider a character that we want to animate in multiple shots. It is also possible to unlink collections from the scene so that only the instances remain. If we don’t want the original trees and bushes to be visible alongside their instances, we can put them inside a hidden “Assets” collection: The two scenes might then be organized like this:Īlternatively we can work within a single scene. When creating a forest, we might create assets like trees and bushes in an Assets scene and then instance them many times in another Forest scene. Existing groups will be converted to collections that are not linked to a scene. In Blender 2.8 we are now fully replacing groups with collections. As a result it wasn’t always clear which objects would get linked across or would be visible. Up to now groups have been used for this purpose, but this was somewhat error prone as users had to keep the scene and groups in sync manually. To make this system more powerful for animation pipelines, we are making a further design change: collections will be data-blocks that can linked and instanced across scenes and files. No longer is there a limit of 20 fixed layers. This saves me some time because I don't have to spend so much time UV mapping complex geometry and can instead work with more primitive shapes and large, simple UV islands.In Blender 2.8 the layer system was revamped, so that objects are organized into a hierarchy of collections. This is because the Boolean modifier preserves the Materials and UVs from both objects. Note: I rarely use the Boolean Modifier until after I'm finished texturing all objects in the scene.
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