Graphics Reference
In-Depth Information
Chapter 3
Organization
Objectives
Your digital assets
The way that Blender handles assets
A suggested organizational structure
Inbox
Nothing.
Your Digital Assets
By the time you are fi nished with your short animation, you could have dozens of production fi les and thou-
sands of rendered frames to keep track of. If you don't approach fi le management with a plan, you will almost
certainly end up rendering the wrong version of some fi le, or worse yet, accidentally saving bad fi les over
good ones, which can potentially ruin weeks of work.
The digital assets of your project will consist of storyboards, sounds, models and rigs, sets and props, materials, textures,
animation, and renders. Although we will be extending the way that those assets are organized within each chapter,
it's important to begin with a good baseline and an understanding of how Blender locates and deals with them.
The Way That Blender Handles Assets
Any asset, whether it is a texture, a set, or a sound clip, is seen by Blender in one of three ways:
Local : Local assets are contained directly within a particular BLEND fi le. If you've only worked with
still images or very small projects so far, the odds are that you've been working entirely with local assets.
Blender does not need to go looking on the disk for them. If you have the BLEND fi le loaded in
Blender, the assets are self-contained. You would use very few local assets in a typical short movie project.
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