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PyClone Asset Management Prototype


Andrew Peel writes:


I have been working on an asset engine for Blender, and wanted to get feedback from other developers and users. My design is inspired from all of the blog posts, development tasks, and other users proposals I have read over the years.

I have created a video explaining the concept, and wrote an article with more information.


  1. Marco Chacon on

    1. Make sure it can take in other formats than .blends--I have a huge asset library of .obj, .fbx, gltf, and stl models.

    2. It should be able to absorb my folder structure and use that to order the assets in its load capacity (so if I have a folder called PARTS and it has Big Parts and Little Parts under it, full of elements, it should be able to have them.

    3. It should be able to load texture files (.jpg, png, and .tif) in the folder with the asset. Some of my assets are a .FBX with the UVs but the texture files are just "in the same directory" so having it load them as well would be useful.

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