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Decomposing the scene into separate .blend files

Greetings!

I don't seem to know such a function at the moment, please correct me.

I came to the conclusion that the function of decomposing the .blend file into separate .blend files with its own name of the object from the scene is missing. With the ability to select the required type of ingredients, or one specific type for decomposition into separate files that will contain (Mesh, objects, materials or collections). That is, each decomposed file will contain only 1 specific ingredient.

For example:

  • I have a finished scene with a character, he has all the parts of the body separately and a lot of new materials for them.

  • The materials turned out to be good, but all this is in one file and I need to add (Something from this) to my archive folder as a separate .blend file, for example, in order to respect the order of files in folders.

  • It is more profitable to do it this way than to go through all the files and try to find what you need. Otherwise, it will be unnecessary operations, for example:

  • Exporting material to .mtl , then creating a .blend file with the desired name, then importing .mtl into it - this is a very long and crazy process.

  • For more convenient development of your own archives from working documents.

  • It will be convenient for orientation and work with the Asset Browser

  • Simplifies time if you make materials of the same type/subject in one file.

  • To decompose a file into separate ingredients (Meshes, objects, materials, collections)

  • Other...

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Development Status: Open

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pawall3deller
20 Jan 2023

5 Comments

It a good idea for some addon, I think it possible to achieve with One Python script. May be its worth to check Blendermarket or GitHub for something like this.

1

Regarding your exporting, then importing: Are you aware of File -> Append?
Using it, you can navigate into an existing .blend file and copy/append data blocks from it to your current one comfortably. :)

pawall3deller Author

No, you don't seem to understand, with these functions you won't be able to import a .blend file. These are different things. Maybe you have seen how Materialique's materials are arranged, they are distributed in such a way that each new material is a separate .blend file.

What you're talking about is work between files, not the split import I'm talking about.

mrajendra2150

try using different "scenes" for different object to work with specific scenes.

pawall3deller Author

Yes, it is possible that in some of the variants of working methods your method will be practical, but it is not as convenient as:

  • Select (What you need) Depends on the principle of the function of such an import, you can do it (Active for import - this is already built in).
  • And pack all object/material links into a new .blend.
  • Or, the whole scene will be unpacked into separate .blend