There are a couple of methods to find that,
In the outliner
The Info view
1.- The Outliner
Here you can see the Outliner of a basic scene with a linked asset
If you change the view of the outliner to Blender File here
You will see all the contents of the current .blend opened, and in the bottom of the list the relative (showed in the image) ...
I deal with quite a lot of Cad models at work. Most of the time I'm usually on a short time schedule so this is my basic steps for making Cad models not look like shit.
Unparent/Clear parent, apply rotation and scane, and set origin to geometry.
With most of the objects I deal with there is always some weird parenting, scale and placement of object origins,...
Unfortunately importing meshes from CAD software is always messy.
If the render shading problem is the thing you are struggling, you can try to clear custom split normals data under auto smooth.
It’s pretty time consuming as well to do it on multiple objects, so you can use this code to clear all data on selected objects;
selection = bpy.context....
This same problem had me stumped the whole evening, but I found a working solution. (in Blender 2.93.5)
I'm not sure about animations as I only tested with a static scene.
For me it works like this:
Create the object
Create a new scene
In the original scene select: Object -> Link/transfer Data -> Link object to scene -> and select the second scene
So, the problem is, we want to sculpt, but the legs are in the way, so we can't easily sculpt what we want to sculpt? There are a number of solutions to this problem. They all work slightly differently.
One thing we can do is mask the legs for purposes of sculpting. We can select a mask brush, then sculpt over the legs with that brush, making them ...
⇧ ShiftL (Instances) or ⇧ ShiftG gives me all the options I use to select multiple objects.
Organising collections and naming conventions, and the same textures make this even easier with many options to select similar objects.