Blender Linking        

Blender Linking

A given .blend file can link to other .blend files in order to import assets defined in that .blend file. That makes it possible to build large maps and reuse assets in a simple fashion. Data linked from other blend file is prefixed with an 'L' in Blender.

If, in the map defined by a Blender scene in a given .blend file, you want to instantiate a Grit class defined in a Blender scene of another .blend file, you link this Blender scene into your .blend. Then, those Grit classes will be visible (with automatic path adjustment) for instantiation as much as you like in your Blender scene.

It is also possible to import Blender meshes, Blender materials, etc., and use these in your own Blender objects. You will not be able to edit linked content but it can be useful if you do not want to create everything from scratch. This is used for the box / sphere / cone / cylinder special inbuilt collision mesh primitives.

External Materials

The materials defined in common can be more easily accessed in Blender by linking the materials in common/lib.blend file into your blend file. This will allow assignment of all the predefined graphical and physical materials without having to define your own materials with the correct names.

Large maps

One final useful case is when the map is divided into zones, each in their own .blend file. To help align map objects at the zone boundary, one can import the Grit object from the neighbouring zone. While it cannot be altered, you can alter your Grit assets to fit it, thus ensuring there is an invisible zone transition.