Brush Assets Project #104846
@ -20,6 +20,9 @@ It helps to narrow the list of objects so that you can find things quickly and e
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Shows all the collections and objects in the current view layer.
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Shows all the collections and objects in the current view layer.
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:Video Sequencer:
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:Video Sequencer:
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Lists data, images and videos, that are used by the :doc:`Video Sequencer </video_editing/index>`.
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Lists data, images and videos, that are used by the :doc:`Video Sequencer </video_editing/index>`.
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.. _outliner-blender-file-mode:
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:Blender File:
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:Blender File:
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Lists all data in the current blend-file.
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Lists all data in the current blend-file.
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:Data API:
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:Data API:
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@ -100,6 +100,8 @@ When the current blend-file is part of an asset library, you can also see its as
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The assets that are in the current file are marked with an icon; only those are editable.
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The assets that are in the current file are marked with an icon; only those are editable.
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.. _asset-life-cycle:
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Life Cycle of an Asset
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Life Cycle of an Asset
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======================
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======================
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BIN
manual/images/sculpt-paint_brush_brush-management_asset-operators.png
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manual/images/sculpt-paint_brush_brush-management_asset-operators.png
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manual/images/sculpt-paint_brush_brush-management_mark-as-asset.png
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manual/images/sculpt-paint_brush_brush-management_mark-as-asset.png
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manual/images/sculpt_paint_brush_brush-management_asset-operators.png
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manual/images/sculpt_paint_brush_brush-management_asset-operators.png
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@ -5,12 +5,13 @@ Manage Brushes
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Brush assets are stored in :doc:`asset libraries </files/asset_libraries/introduction>` to make them accessible from
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Brush assets are stored in :doc:`asset libraries </files/asset_libraries/introduction>` to make them accessible from
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any Blender session. There are two ways of managing brush assets:
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any Blender session. There are two ways of managing brush assets:
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- :ref:`Asset Operators <brush-management-utility-operators>`: Create and update brush assets using utility operators
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- Using :ref:`asset operators <brush-management-utility-operators>`: Create and update brush assets
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from any Blender file. Storage is managed by Blender. Convenient for simple "on the fly" management of personal brush
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using utility operators from any Blender file. Storage is managed by Blender. Convenient for
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simple "on the fly" management of personal brush
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asset libraries.
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asset libraries.
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- :ref:`Manual Storage <brush-management-manual>`: Create and update brush assets by opening blend files within asset
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- Using :ref:`manual storage <brush-management-manual>`: Create and update brush assets by opening
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libraries, and managing brush asset data-blocks in there. Useful for careful curation of asset libraries, especially
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blend files within asset libraries, and managing brush asset data-blocks in there. Useful for
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to prepare them for sharing with others.
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careful curation of asset libraries, especially to prepare them for sharing with others.
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.. _brush-management-utility-operators:
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.. _brush-management-utility-operators:
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@ -22,11 +23,11 @@ updating the brushes in asset libraries for you. Assets managed this way will be
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:ref:`asset system files <asset-system-files>` using a `.asset.blend` file extension.
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:ref:`asset system files <asset-system-files>` using a `.asset.blend` file extension.
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.. note::
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.. note::
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Note that only brush assets created via :ref:`Duplicate Asset... <bpy.ops.brush.asset_save_as>`
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Note that only brush assets created via :ref:`Duplicate Asset <bpy.ops.brush.asset_save_as>`
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can be edited further using these asset operators. For others, these operations will be grayed
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can be edited further using these asset operators. For others, these operations will be grayed
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out, and :ref:`manual management <brush-management-manual>` is necessary.
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out, and :ref:`manual management <brush-management-manual>` is necessary.
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Brushes from the **Essentials** asset library cannot be edited.
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Brushes from the *Essentials* asset library cannot be edited.
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.. reference::
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.. reference::
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@ -35,11 +36,11 @@ updating the brushes in asset libraries for you. Assets managed this way will be
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:menuselection:`Properties --> Tool --> Brush Asset`
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:menuselection:`Properties --> Tool --> Brush Asset`
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:Menu: :menuselection:`Asset Shelf --> Context Menu`
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:Menu: :menuselection:`Asset Shelf --> Context Menu`
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.. figure:: /images/sculpt_paint_brush_brush-management_asset-operators.png
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.. figure:: /images/sculpt-paint_brush_brush-management_asset-operators.png
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:align: right
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:align: right
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:width: 300
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:width: 300
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Brush Asset panel in the tool settings showing asset operators.
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Brush Asset panel in the Sidebar showing asset operators.
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.. _bpy.ops.brush.asset_save_as:
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.. _bpy.ops.brush.asset_save_as:
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@ -82,6 +83,24 @@ Revert to Asset
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Manual Storage
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Manual Storage
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==============
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==============
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It is also possible to manually manage brushes in blend-files. By marking brushes as assets and saving the file in an
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.. seealso::
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Asset Library, they become available from any Blender session. This gives full control over managing storage, and is
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:ref:`asset-life-cycle`
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particularly useful for curating asset libraries that can be shared with others.
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Complete description of the manual asset create, edit, share and use workflow.
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It is also possible to manually manage brushes in blend-files like any other asset data-block. By
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marking brushes as assets and saving the file in an asset library, they become available from any
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Blender session. This gives full control over how assets are stored, and is particularly useful for
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curating asset libraries that can be shared with others.
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.. figure:: /images/sculpt-paint_brush_brush-management_mark-as-asset.png
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:align: right
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:width: 350
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The *Mark as Asset* operator used on a brush in the Outliner.
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Brushes can be imported as normal data-blocks from other files (including from `.asset.blend` files
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from an asset library) through :ref:`appending <bpy.ops.wm.append>`. In the
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:ref:`Blender File <outliner-blender-file-mode>` mode of the Outliner, the brush will be listed
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under *Brushes*. Right-click the brush and select *Mark as Asset*. By saving the file inside of
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an asset library directory, the asset becomes available from all Blender sessions. If necessary,
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configure an asset library directory in the Preferences.
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