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ideasman42
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Blender does not provide a way for multiple uses to edit the same blend file at exactly the same time. *

However typically you can manage this by splitting your assets into separate blend files and linking from one file to another. Blender supports recursive linking so a scene, node-groups, animation, models, materials etc can all have their own files.

Here is the documentation for the linking structure use by the open movie; Tears of Steel

Some projects do this more fine grained, where the material, armature, mesh, action are all stored in 4 separate blend files and they are combined in a 5th, and composited in a 6th. But inter-linking complexity needs to be managed or you have a mess too, where you load a blend file and 100's of megabytes are loaded because files are interlinking in situations that might be avoided.

I have found the best way to manage linking is to only go in one direction. So for example:

Materials/Nodes -> Models/Rigs/Environments -> Animation -> Compositing

But never link an animation into a material file for eg.

This way its predictable and you can manage what loads in a more controlled way.

Update: since 2.78 its now possible to reload libraries without re-opening the file, see: Datablock and Library Management.


*Blender used to have Verse integration, but it was removed due to not being very practical to use for real projects.

Blender does not provide a way for multiple uses to edit the same blend file at exactly the same time. *

However typically you can manage this by splitting your assets into separate blend files and linking from one file to another. Blender supports recursive linking so a scene, node-groups, animation, models, materials etc can all have their own files.

Here is the documentation for the linking structure use by the open movie; Tears of Steel

Some projects do this more fine grained, where the material, armature, mesh, action are all stored in 4 separate blend files and they are combined in a 5th, and composited in a 6th. But inter-linking complexity needs to be managed or you have a mess too, where you load a blend file and 100's of megabytes are loaded because files are interlinking in situations that might be avoided.

I have found the best way to manage linking is to only go in one direction. So for example:

Materials/Nodes -> Models/Rigs/Environments -> Animation -> Compositing

But never link an animation into a material file for eg.

This way its predictable and you can manage what loads in a more controlled way.

*Blender used to have Verse integration, but it was removed due to not being very practical to use for real projects.

Blender does not provide a way for multiple uses to edit the same blend file at exactly the same time. *

However typically you can manage this by splitting your assets into separate blend files and linking from one file to another. Blender supports recursive linking so a scene, node-groups, animation, models, materials etc can all have their own files.

Here is the documentation for the linking structure use by the open movie; Tears of Steel

Some projects do this more fine grained, where the material, armature, mesh, action are all stored in 4 separate blend files and they are combined in a 5th, and composited in a 6th. But inter-linking complexity needs to be managed or you have a mess too, where you load a blend file and 100's of megabytes are loaded because files are interlinking in situations that might be avoided.

I have found the best way to manage linking is to only go in one direction. So for example:

Materials/Nodes -> Models/Rigs/Environments -> Animation -> Compositing

But never link an animation into a material file for eg.

This way its predictable and you can manage what loads in a more controlled way.

Update: since 2.78 its now possible to reload libraries without re-opening the file, see: Datablock and Library Management.


*Blender used to have Verse integration, but it was removed due to not being very practical to use for real projects.

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Shady Puck
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Blender does not provide a way for multiple uses to edit the same blend file at exactly the same time. *

However typically you can manage this by splitting your assets into separate blend files and linking from one file to another. Blender supports recursive linking so a scene, node-groups, animation, models, materials etc can all have their own files.

HereHere is the documentation for the linking structure use by the open movie; Tears of Steel

http://wiki.blender.org/index.php/Org:Institute/Open_projects/Mango/Production_Directory

Some projects do this more fine grained, where the material, armature, mesh, action are all stored in 4 separate blend files and they are combined in a 5th, and composited in a 6th. But inter-linking complexity needs to be managed or you have a mess too, where you load a blend file and 100's of megabytes are loaded because files are interlinking in situations that might be avoided.

I have found the best way to manage linking is to only go in one direction. So for example:

Materials/Nodes -> Models/Rigs/Environments -> Animation -> Compositing

But never link an animation into a material file for eg.

This way its predictable and you can manage what loads in a more controlled way.

*Blender used to have Verse integration, but it was removed due to not being very practical to use for real projects.

Blender does not provide a way for multiple uses to edit the same blend file at exactly the same time. *

However typically you can manage this by splitting your assets into separate blend files and linking from one file to another. Blender supports recursive linking so a scene, node-groups, animation, models, materials etc can all have their own files.

Here is the documentation for the linking structure use by the open movie; Tears of Steel

http://wiki.blender.org/index.php/Org:Institute/Open_projects/Mango/Production_Directory

Some projects do this more fine grained, where the material, armature, mesh, action are all stored in 4 separate blend files and they are combined in a 5th, and composited in a 6th. But inter-linking complexity needs to be managed or you have a mess too, where you load a blend file and 100's of megabytes are loaded because files are interlinking in situations that might be avoided.

I have found the best way to manage linking is to only go in one direction. So for example:

Materials/Nodes -> Models/Rigs/Environments -> Animation -> Compositing

But never link an animation into a material file for eg.

This way its predictable and you can manage what loads in a more controlled way.

*Blender used to have Verse integration, but it was removed due to not being very practical to use for real projects.

Blender does not provide a way for multiple uses to edit the same blend file at exactly the same time. *

However typically you can manage this by splitting your assets into separate blend files and linking from one file to another. Blender supports recursive linking so a scene, node-groups, animation, models, materials etc can all have their own files.

Here is the documentation for the linking structure use by the open movie; Tears of Steel

Some projects do this more fine grained, where the material, armature, mesh, action are all stored in 4 separate blend files and they are combined in a 5th, and composited in a 6th. But inter-linking complexity needs to be managed or you have a mess too, where you load a blend file and 100's of megabytes are loaded because files are interlinking in situations that might be avoided.

I have found the best way to manage linking is to only go in one direction. So for example:

Materials/Nodes -> Models/Rigs/Environments -> Animation -> Compositing

But never link an animation into a material file for eg.

This way its predictable and you can manage what loads in a more controlled way.

*Blender used to have Verse integration, but it was removed due to not being very practical to use for real projects.

Source Link
ideasman42
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Blender does not provide a way for multiple uses to edit the same blend file at exactly the same time. *

However typically you can manage this by splitting your assets into separate blend files and linking from one file to another. Blender supports recursive linking so a scene, node-groups, animation, models, materials etc can all have their own files.

Here is the documentation for the linking structure use by the open movie; Tears of Steel

http://wiki.blender.org/index.php/Org:Institute/Open_projects/Mango/Production_Directory

Some projects do this more fine grained, where the material, armature, mesh, action are all stored in 4 separate blend files and they are combined in a 5th, and composited in a 6th. But inter-linking complexity needs to be managed or you have a mess too, where you load a blend file and 100's of megabytes are loaded because files are interlinking in situations that might be avoided.

I have found the best way to manage linking is to only go in one direction. So for example:

Materials/Nodes -> Models/Rigs/Environments -> Animation -> Compositing

But never link an animation into a material file for eg.

This way its predictable and you can manage what loads in a more controlled way.

*Blender used to have Verse integration, but it was removed due to not being very practical to use for real projects.