Blender Essentials Assets Bundle - Technical Design #103620

Open
opened 2023-01-03 16:54:10 +01:00 by Dalai Felinto · 24 comments

Introduction

The Blender Essentials Assets Bundle is a pack of .blend files containing built-in assets such as:

  • Geometry Nodes groups
  • Brushes

For Blender 3.5 we may be able to have some high-level Geometry Nodes groups ready for being incorporated as a core part of Blender. This design document describes how they should be stored, packed and presented to users.

Source Code

SVN Repository:
https:developer.blender.org/diffusion/BL/browse/trunk/lib/assetsNote that at the moment there are files there (base meshes) which are not part of the essentials.//

  • Needs to be cleared to contain only the essentials, or have them in a sub-folder.
  • Needs to be branched out as part of the release process .

Packaging the essentials asset bundle

The bundle file is to be treated as read-only. But instead of packing it inside the Blender binary (e.g., as we do for the startup.blend) we have them in a folder as part of the Blender package or installation.

For example: blender-3.4.0-linux-x64/3.5/datafiles/assets

Inside Blender

The Essentials bundle can be access via the Asset Browser, under the Essentials entry. It is also fully integrated with the Asset system. As such it will populate the corresponding menus and asset shelves.

image.png

The essentials bundle is not accessible via the User Preferences (it cannot be disabled). In the future for the Apps project we may need to be able to disable it via Python though.


Related:
https://wiki.blender.org/wiki/Reference/Release_Notes/Blender_Asset_Bundle

# Introduction The Blender Essentials Assets Bundle is a pack of .blend files containing built-in assets such as: * Geometry Nodes groups * Brushes For Blender 3.5 we may be able to have some high-level Geometry Nodes groups ready for being incorporated as a core part of Blender. This design document describes how they should be stored, packed and presented to users. ### Source Code SVN Repository: https:*developer.blender.org/diffusion/BL/browse/trunk/lib/assets*Note that at the moment there are files there (base meshes) which are not part of the essentials.// - [ ] Needs to be cleared to contain only the essentials, or have them in a sub-folder. - [ ] Needs to be branched out as part of the [release process ](https://wiki.blender.org/wiki/Process/Release_Checklist). ### Packaging the essentials asset bundle The bundle file is to be treated as read-only. But instead of packing it inside the Blender binary (e.g., as we do for the startup.blend) we have them in a folder as part of the Blender package or installation. For example: *blender-3.4.0-linux-x64/3.5/datafiles/assets* ### Inside Blender The Essentials bundle can be access via the Asset Browser, under the Essentials entry. It is also fully integrated with the Asset system. As such it will populate the corresponding menus and asset shelves. ![image.png](https://archive.blender.org/developer/F14111371/image.png) The essentials bundle is not accessible via the User Preferences (it cannot be disabled). In the future for the Apps project we may need to be able to disable it via Python though. ---------------------- Related: https://wiki.blender.org/wiki/Reference/Release_Notes/Blender_Asset_Bundle
Author
Owner

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Author
Owner

Added subscriber: @dfelinto

Added subscriber: @dfelinto
Author
Owner

Added subscribers: @JulianEisel, @JacquesLucke

Added subscribers: @JulianEisel, @JacquesLucke

Added subscriber: @mod_moder

Added subscriber: @mod_moder

Added subscriber: @Kuboa

Added subscriber: @Kuboa

Added subscriber: @DarkKnight

Added subscriber: @DarkKnight
Member

Added subscriber: @lone_noel

Added subscriber: @lone_noel

Added subscriber: @Baardaap

Added subscriber: @Baardaap

Added subscriber: @daydreamer_mosh

Added subscriber: @daydreamer_mosh
Contributor

Added subscriber: @RedMser

Added subscriber: @RedMser

Added subscriber: @GeorgiaPacific

Added subscriber: @GeorgiaPacific

Added subscriber: @DuarteRamos

Added subscriber: @DuarteRamos
Member

Let's figure out a good name for this.

I like Essentials, but this is more than essentials. You can totally use Blender without the bundled node groups, it's just useful building blocks.

Bundled, Blender Bundle or Built-in are neutral and work, although not as catchy.

Maybe Blender Toolkit or Asset Kit? Blender Kit sounds good as well, but we're too late for that :)

Let's figure out a good name for this. I like *Essentials*, but this is more than essentials. You can totally use Blender without the bundled node groups, it's just useful building blocks. *Bundled*, *Blender Bundle* or *Built-in* are neutral and work, although not as catchy. Maybe *Blender Toolkit* or *Asset Kit*? *Blender Kit* sounds good as well, but we're too late for that :)
Member

Added subscriber: @JulienKaspar

Added subscriber: @JulienKaspar
Member

I like essentials. Especially since this bundle would from the start include essential assets,
like Node Groups (all necessary high level nodes for working with modifiers and hair) and all built-in brushes.

Once a lot more basic assets are included, you should not be able to think about using Blender without them.
More experienced users can use them as building blocks or make their very own basic assets. But that doesn't make them less essential.

I like essentials. Especially since this bundle would from the start include essential assets, like Node Groups (all necessary high level nodes for working with modifiers and hair) and all built-in brushes. Once a lot more basic assets are included, you should not be able to think about using Blender without them. More experienced users can use them as building blocks or make their very own basic assets. But that doesn't make them less essential.
Member

Another topic, we decided that assets from this bundle should always append + reuse data, never link. How can we indicate that in the UI?

For example, while displaying the "All" asset library in the asset browser, and having it set to Link, dragging in a node group from the bundle would still use append + reuse. How can we indicate that to the user so there are no surprises?

One possible solution:

  • Give the bundle library an icon that can be displayed in the upper right of the preview, like for the Current File asset library. The Current File ignores the link/append options too.
  • While dragging, draw some indicator for the import method.
  • Maybe rename the Link in the dropdown to something like Link (if Possible)? A bit awkward.
Another topic, we decided that assets from this bundle should always append + reuse data, never link. How can we indicate that in the UI? For example, while displaying the "All" asset library in the asset browser, and having it set to *Link*, dragging in a node group from the bundle would still use append + reuse. How can we indicate that to the user so there are no surprises? One possible solution: - Give the bundle library an icon that can be displayed in the upper right of the preview, like for the *Current File* asset library. The *Current File* ignores the link/append options too. - While dragging, draw some indicator for the import method. - Maybe rename the *Link* in the dropdown to something like *Link (if Possible)*? A bit awkward.

Added subscriber: @Bradley_G

Added subscriber: @Bradley_G

May I know the reasons of "Append" over "Link"? People can localize a node anytime they want, but I assume they can not revert the localization if we use append?

May I know the reasons of "Append" over "Link"? People can localize a node anytime they want, but I assume they can not revert the localization if we use append?
Member

Added subscriber: @SimonThommes

Added subscriber: @SimonThommes
Member

@Bradley_G
Main reason is that the source file for these sits next to the blender installation. For sharability of files it's important to not link from directories like that. You wouldn't want your node-tree to break, if you move the file into a different folder, or to a different drive.
Secondary reason is backward compatibility. We will be able to update these assets without breaking people's setups, because they are local to their files,

@Bradley_G Main reason is that the source file for these sits next to the blender installation. For sharability of files it's important to not link from directories like that. You wouldn't want your node-tree to break, if you move the file into a different folder, or to a different drive. Secondary reason is backward compatibility. We will be able to update these assets without breaking people's setups, because they are local to their files,

Added subscriber: @juang3d

Added subscriber: @juang3d

A question: could I be able to move the assets to a different location and then be able to link them?

If that is the case, I agree, better to avoid linking from the asset bundle.

A question: could I be able to move the assets to a different location and then be able to link them? If that is the case, I agree, better to avoid linking from the asset bundle.
Member

They are just datablocks, you can do whatever with them.

They are just datablocks, you can do whatever with them.

Added subscriber: @Yuro

Added subscriber: @Yuro
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
16 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#103620
No description provided.