Any idea of how to achieve the following workflow?
- create assets in different blender files (e.g. tables, shelves, etc)
- populate a master blender file (e.g. a 3D level for a game) with these assets (e.g. rotate/position/scale them)
- modify the assets from their original file and get all the assets updated in the master blender file
- export the result to
.babylonwhenever it is needed
What I’ve tried
I tried to link my assets as collections in my blend file (the fruits/vegs stands on the right):
That is working like a charm in Blender, you can rotate and move your assets. You can also open the blender file of the original assets and modify them and the modifications will be applied automatically in the blender file of the level.
However, when I export to
.babylon format, all the linked assets disappear:
(NOTE: the shelves on the left are appended, not linked, that’s why they are successfully exported)
Any idea of how to achieve the workflow described above?
EDIT: one solution I am looking into is to import and position the assets through script.