[Bf-taskforce25] Elubie Asset Manager

Jeroen Bakker j.bakker at atmind.nl
Fri Jul 17 12:37:33 CEST 2009


William Reynish wrote:
> Hi Elubie,
>
> Hope you don't mind me posting this on the taskforce.
>
> I've been looking over your proposal for a future asset manager space  
> type, located here: http://wiki.blender.org/index.php/BlenderDev/Blender2.5/AssetBrowser 
>   I promised to give some feedback on this, so here are some comments.
>
> The concept of such an area of Blender is a great one, and the  
> functionality this provides is much needed. Currently it's quite hard  
> to keep track of the linked data you're using, it's really hard to  
> relink things, remove links, move things around between files. And one  
> of the simplest things conceptually, deleting data, is sometimes all  
> but impossible in Blender(!), because Blender can only remove data  
> when it has no users, yet there is no easy way of seeing where data  
> blocks are being used.
>
> These problems cry for a solution - a better way to *manage* the data  
> that we already have in Blender, and the data we reference from other  
> files. An asset manager, replacing the all but useless databrowse, is  
> therefor in good order.
>
>
> Additionally, the prospect of being able to use presets is nice. Over  
> the years some users have built library blend files with materials and  
> textures, but the clunky Append workflow means this was never very  
> efficient (You had to first import your data, then decide if it is  
> useful, and then fight with the system to remove it again).
>
> A better presets system also means we can keep the Blender install  
> very lightweight, because we don't pack in a ton of data, yet still  
> make it easy and fast to load items from a central library.
>
> These are the two main use-cases I can think of for the asset manager:  
> data management and presets.
>
> Now for the actual UI you've proposed:
>
> * I like the fact that you have the same basic structure of a source  
> list on the left and a content area of the right, shared by other  
> editors in Blender
>
> * Previews will make it very easy, fast to recognize items. This is a  
> no-brainer for materials and textures, but would be fantastic if this  
> could work for any type of data - meshes, curves, even animation data?  
> (Not easy!)
>
> * I like the idea of auto-discovery by inputting just a path, and  
> Blender then simply aggregates all the data from Blend files in that  
> path. Could even eventually work for things on networks, online(?)  
> Similarly that these library links are not saved in the individual  
> blend files, but accessible from any file.
>
> * I'm not sure, but judging on the mockups it seems there is no way of  
> interacting with data that's already inside the current blend file?  
> Perhaps you envisage this asset manager to only deal with linked data,  
> or do I misinterpret? I think it would be quite vital to manage the  
> data that's already in the file, for reusing assets from the same  
> file, for deleting data - all the management stuff.
>
> * I don't understand the Groups region. Is it for actual Blender  
> groups, or is it more like a favorites list? It seems like it's a way  
> to group library blends. If so, why have two source lists, one grouped  
> and one not? IMO it'd be a little simpler, cleaner to just have one  
> source list, where you can add folders (not folders in the file  
> system) for grouping items if you wish.
>
> * I think if you have that much data, from many many blend files in  
> one list it's quickly going to get very long ;) Therefore the  
> filtering options are important. The data type filter at the top makes  
> it quick to see only materials, only textures etc (You almost always  
> know what *type* of data you're looking for) but only if the buttons  
> are mutually exclusive. Holding shift can always be used for enabling  
> multiple data types if desired. Additionally, it'd be great to get a  
> search field too (can be on top right, next to the filter). Hopefully  
> this will get implemented in the Outliner too.
>
> *Using the little arrow to move files into the Groups pane is a little  
> clunky. Perhaps could use the new drag n drop API to move to folders?
>
>
> I've edited your mockup slightly (hope you don't mind!) to clarify  
> some of the points. Added a 'current file' item in the source list,  
> search field, combined the source lists, added New Folder button:
>
> http://www.reynish.com/files/blender25/asset_manager.png
>
> Cheers,
>
> -William
> _______________________________________________
> Bf-taskforce25 mailing list
> Bf-taskforce25 at blender.org
> http://lists.blender.org/mailman/listinfo/bf-taskforce25
>
>   

Hi William,

Your proposition contains several aspects I'm interesting in. As you are 
know Blender is file based. The loaded file is the file what will be 
modified and libraries are read "unmodifiable". At least that the idea. 
With this it is complicated to implement functionality what uses more 
files than the loaded files.

Your idea is to implement an ini file containing settings what can use 
determine the root file location where to find other assets.

If you look at what assets are needed. this can be another production 
related file, or a generic library file (used by multiple projects at 
once). As assets are needed when using blender the asset manager is 
implemented in blender.

My idea is also to add functionality to the asset manager to find where 
a specific asset is being used. And a possibility to update the file 
space to view render resolution, current scene etc to the view. Also an 
updated OOPS view is perhaps an area to work on as the information in 
that diagram is not easy understandable.

These are no topics that you address, but do you think this can also be 
useful?

I will look into your questions and see if I can help.

Greetings,
Jeroen.


More information about the Bf-taskforce25 mailing list