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I'm starting to learn how to do asset management for a project by linking from external blend files. I haven't figured out a good workflow for linking objectes that have modifiers on them. It's particularly ugly when the modifers reference other objects in the library (e.g., lattice) What is the standard workflow for dealing with linked objects that have modifiers relying on other objects in a lbrary?

Here is what I've tried so far: In lib.blend, here's an object with a lattice modifier:

enter image description here

Here's how I link it in scene.blend:

1: Link the teapot Ctrl+Alt+O

2: To be able to place it on a table in the scene, I make it a proxy object: Ctrl+Alt+P

3: Now the proxy object lost its modifiers, so I link the lattice object from lib.blend, and add a lattice modifier to my proxy teacup. (this is just an example - I've actually got quite a few modifiers on my asset)

4: Since I'm moving the teapot, I need to move the lattice object along with it (to keep the deformations sensible), so I make the lattice a proxy object.

enter image description here

This seems clunky. Is there a better way to manage assets from an external blend file?

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Usually the approach is to put all the related objects into a group, and then link that group.

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  • $\begingroup$ I tried this method with an object that has Array + Curve modifiers, with start and end caps on the Curve modifier. Normally I'd put the caps on a separate render layer to ignore, but the entire linked group seems to be required to be on a single later. Is there a way to work around this? $\endgroup$ – ajwood Sep 17 '17 at 22:07

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