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Tutorials/SCS Blender Tools/Staying Organized in Blender

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Revision as of 01:54, 18 August 2016 by Smarty (talk | contribs)

Note: This tutorial is a work in progress.


Contents

Introduction

The multi-model workflow with SCS Blender Tools is extraordinarily powerful. An entire, complex project may be easily managed from a single blend file: a truck with all of its accessories, interior variants, and animations; a trailer with all of its cargos; a system of wheel and tire accessories... A lot is possible with this workflow. However, without good organization and housekeeping, such a project can quickly become a mess.

This tutorial provides some basic techniques for keeping blend files organized within the framework of the multi-model workflow.


Using Empty Objects

While arguably the simplest geometric object in Blender, the “empty” can be one of the most useful. Blender Tools makes use of the empty type for root objects and locators. When not configured as either or these special types, Blender Tools will not treat an empty specially upon export. To clarify, SCS objects which are children of an empty will still be treated as SCS objects; and, any objects which are children of an empty that is, in turn, a child of an SCS object will still be treated as belonging to the SCS object. The empty type can therefore be used to organize SCS objects within a scene, and any other objects within an SCS object, much like folders are used to organize documents.

Setting a Parent

Selected objects can be parented to the active object using the Ctrl+P shortcut. A context menu gives the option of keeping the current transformation or not. The keep current transformation option maintains the selected objects' absolute position, scale, and orientation in the scene, and is generally the preferred option in this case.

Clearing a Parent

Using Instances

Note: To be completed at a later date. This section will document some techniques to use instanced mesh objects for multiple SCS objects, etc.

Using Scenes

Note: To be completed at a later date. This section will document some techniques to use scenes for vehicle model workflows with multiple variants; especially with regards to accessories whose positions change with each variant.