Main Topics Generally the idea is that Harley helps on small, preapproved tasks (which tend to be neglected) falling into the following categories. Triaging Assets:Asset browser polishing. Helping out with brush assets. UI module: UI project organization (classifying reports, organize workboard, organize meetings, etc.)
3/15/2023file:///home/guest/Blender/Assets library://MyMaterials/interior/couch.blend/Materials/leather addon://blender-cloud/HDRIs/5d08c2cb804c3eb269e42a43
3/7/2023Resolving a definite type for an asset is difficult. Instead, the following proposes a way to define type related characteristics (traits) of an asset, which can then be mapped to precise behavior. What is the Type of an Asset? The type of an asset is a vague concept. Some considerations: Is it the ID type? If so, we wouldn't be able to tell apart a compositor node tree from a geometry node tree. Or a mesh object from a curve object. So just ID type often isn't granular enough. Nor does that cover assets that are not IDs (files, USD assets, presets, etc.). How much should it matter to the user if an image is already a Blender data-block or just an image on the hard drive? Or if an object is already native Blender data or will go through an importer after dragging in. What matters most is the object itself, the format it happens to be stored in is irrelevant to a degree. An image could be a reference image, a bump map, a stencil texture, ... The fact that an asset is an image may not matter much to the user, what the image represents and thus what it can be used for does. So the proposal is to avoid the concept of a single static type. Instead, differentiate assets using type related characteristics, so called traits.
9/12/2022:::success New version moved to T94031: Asset Browser: 3.1 (and some 3.2) Targets ::: :::info Objective Use 3.1 to further polish the basic Asset Browser experience, before moving to the next big goals. In a way this is a feature-fix release (like C++14 was to C++11 ;) )
12/17/2021or
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