WEBVTT

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Welcome to.

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Linking to an external data block.

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In this video you'll learn more about linking to another blend file We'll be linking to an object data

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block understand that there is a data block hierarchy and how that impacts your linking and how to keep

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an eye out for when you might lose data.

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That's quite important because it can end up being very frustrating not going to lose it is in it it

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disappears off your hard drive but you could lose it in your new blend file the one you're linking to.

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So let's have a look at this data block hierarchy and in front of us we have the outline that you would

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see if he just opened up a typical default blend file the one with the basic cube in it and a camera

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and a lamp in the scene.

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Now you can see this is a great example of a hierarchy with the scene having render layers world the

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camera object the cube mesh object and the lamp object.

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Now beneath each one of those three we also have more details each of which is a data block.

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So the camera will contain the camera properties beneath it and the lamp would contain the lamp properties

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beneath it and looking at the cube.

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There's a data block which holds the mesh information which is the greyed out Triangle.

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We've got the material information that's another data block and then beneath that there's a texture

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information that's applied to that material.

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And the important thing here is if we import let's say the mesh cube the mesh objects the cube object

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we will automatically get the data the material and the texture straightaway.

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Now if we just in ported the material we would get that.

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And the texture applied to that material.

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If we only import the texture then we'd only get that.

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So if we decide to import something that's got a hierarchy beneath it that's beneath hierarchy will

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also come through.

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That's important so you don't ever flood your scene with something or miss something.

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So let's go have a look now at where we might accidentally start losing information and to do that we're

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going to have to hop on over into a blender.

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Okay so back over in blender I've got my test room that we've been working on is looking pretty good

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so far and I've got this whopping great big hierarchy here so let's go ahead and just experience what

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happens when or potentially where we might lose information.

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Now hopefully this won't happen to you but it is always possible.

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So I'd like to go to file go down to link and I'm in where I'm in at the moment.

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I'm in my mind pyramid's scene.

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That's not going to be any gates.

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And I go to my game asset pack and I'm going to go actually upper level and see the other projects that

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I've worked on and go ahead and find something.

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I'm going to go back one to the fluffy bunny because I know I played with materials in there.

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I'm going to go to fluffy bunny.

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Blend open that up.

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I'm going to go into material and I've got all of these materials the time made and let's say that I

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wanted to I really like the colour of the soil I don't know how but I'm going to pick the soil as the

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material and link it.

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It does mean that if I change that material over on the fluffy bunny it will automatically be applied

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here as well so that's important to know that link exists.

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But at the moment this material is not applied to anything so it's going to have zero next to it in

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the data block.

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So if I go ahead and select this doorway for instance and then go to the materials property.

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Now there aren't any materials assigned to it at the moment.

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If I click this drop down I can see that I've got an L and the L means that it's a linked up.

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In this case a linked data block a linked material and it's got a zero next to it which means it's got

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no users.

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That does mean that if I go ahead and save this file right now an exit without applying that to anything

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or giving it a fake user that will result in it disappearing from this scene.

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So you can't just go and grab a load of materials from another blend file without giving them a fake

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user or assigning them to an object.

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Otherwise the next time you open up your scene they would have vanished.

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And that goes for several other things as well.

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The mesh data.

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So if we hop over here to them the data data block Evis here if we were to import law let's do it let's

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go and go firewood link and let's go up a level and where is our mesh so we got mesh here.

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Got all of these data blocks here and then go for leaves and link from a library.

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And again if I use this drop down here we see that it's linked it's got no users and it's called leaves.

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So we've got an inherent problem here that if we don't apply it straight away to something there's a

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good chance we will accidentally lose it if we left this blend file.

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Of course we can give it a fake user or assign it to something.

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Now that doesn't happen if you go and do a an object because that actually brings it into the scene

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fully.

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So if we go and give that a go now and go a link and this time I am going to go back to my game assets

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pack go to meshes and under here I'm going to pick the door again so I'm going to go to door going to

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go to the object.

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And here we go s.a.m..

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Wall door and then the size of its link from library and it looks like it's there now I'm not going

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to be able to move it.

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And we'll go in more detail about that at the moment.

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But it's now in my scene.

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I'm just going to move it to a different loughmiller press m here and just move it to.

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I like calling that sublayer one I don't know which letter actually applies to Tumblr are they on the

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lay beneath.

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Just so I can move attack the way quickly.

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OK it's another thing I've done that if we go and have a look in the object area we will see oh we've

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got a lot in here at the moment.

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We're going to have the linked s.a.m. wall door and it's called the L next to it to make sure we know

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that it is linked.

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There's no zero there.

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It's in the scene.

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If we go to the data properties here and we drop down here we can see says L. verte Okay it's not named

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properly in this case I'll need to go back to the original file and sort that out amongst a few other

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things I've got planned to do here.

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But it's there and it has an assigned user because the object is a real object it exists in our scene.

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The mesh data the materials and the textures etc are just properties that can be applied to an object.

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So if they don't have a user they can disappear if they haven't been used or given a fake user.

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Okay guys.

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Now I've got a small challenge for you.

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I would like you to link your building blocks.

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Now do check your pieces for any issues.

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He's probably going to be naming one.

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If anything fix and make any new pieces as necessary link the major pieces into your scene and store

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them on a separate layer.

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Remember to name the layer appropriately.

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Now don't worry about moving them for the moment when you bring them in as a linked object.

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They will be highlighted blue and you won't be able to do anything with them in terms of transforming

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them so you won't be able to move them scale them or rotate them so pause a video now and give that

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a go.

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Okay guys.

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Welcome back.

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Let's go link building blocks over in blender.

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Right before we hop into a blender I just want to show you what I've done in the background so you guys

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are not shell shocked when it changes from a simple room to more of a church style.

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I've gone in repeated these sorts of basic building blocks of tut my basic building blocks away in a

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basic room fold up and underneath the meshes.

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And I've gone for some church style assets.

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So let's have a more detailed look.

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I've got a floor of three different sizes and I've done that for the simple reason that even though

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I can scale my objects when a texture is applied to that it will scale the texture as well so I want

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as much flexibility as possible especially with the floor because I want large pieces and I might want

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small pieces to flesh out little alcoves or corner pieces.

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I've also made a church corner which is very useful.

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It's one blend the unit by one blender unit by four blender units high all of these.

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Now for high because it's a church.

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It's a lot bigger in structure.

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I've got a front door that I've made the vaults.

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Now that was one of the most challenging ones to make.

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But it's perfectly possible using all the skills we've got already have a quick look of that in a moment

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and a plain old wall which has four by four where nought point two.

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That's the other change I've made.

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I made the thickness point two.

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So when I'm moving in tenths of a blender unit I can actually match it up.

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And the church window so there's an archway window in there as well so let's just have a quick look

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at the vault and explain how this was put together because it was more of a challenge than the simple

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building blocks that we've got.

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Now I realize that I'm in my designer there about eight blender units apart where the pillars are going

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to go that come up to this Voltz.

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I had to look up what the vault was called it's the ceiling bits that looks like this in a church.

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Okay so I produced an archway just a series of edges join together to make an arch and I mirrored that

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around one of the axes.

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I then duplicated that around the other way but keeping the mirror modifier actually applied.

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Now when I preformed a Boolean operation to produce a union between the two I ended up with a hole just

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where I wanted it.

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So I then use that mirrored it again rotated again.

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And there we go I ended up with this object which then I use the solidify modify which I think is still

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applied.

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Yes it is still active.

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It's not a ply jets.

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Just in case I need to change the thickness so I've made it then solid so it's just very thin before

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and would cause some artefacts when rendering.

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So that's looking pretty good now.

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And so I now need to append all of these into the scene and turn on smooth shading.

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To make that look a bit prettier.

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Excellent.

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So let's go.

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I don't need to do anything there.

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I'm going to create a new blender file and just spend them all in because all of my old assets.

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Well it's just going to be a absolute pain to try and use them again in any way whatsoever.

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So let's go ahead monomer used the shortcut keys control altes and oh now I need to go to my assets

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folder.

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Meshes and literally go through and add all of these to the scene.

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Okay so the final piece is now coming in the church window as select the objects and bring that into

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our scene so that everything there and I'm going to move it to a working layer.

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So let's select all of those.

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I don't want to select the camera or the other bits.

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The lamp itself.

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Someone to select them in the outliner instead because that's a bit easier in this case since they're

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on top of that.

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I've got all of those selected.

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I'm going to move them to this layer here.

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I'm going to go into my layers into my layer management and just make sure that that is named.

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In fact I'm just going to put them on layer 2.

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That would make far more sense here.

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So moved to layer two and then if necessary to move them later.

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So let's give that a name and let's call that parts layer.

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Brilliant.

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So the final thing here to do is because I've created a new file.

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I'm going to save as I'm going to come out o into the scenes using our building blocks tested.

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Well now I have moved my files that's actually dead so I can delete that because I've done this hierarchy

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here where in the meshes wherever I move them to basic room it's broken a lot of the links so let's

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just remember that for future.

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So that's okay because it's a test scene.

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So I'm going to go into scenes and I'm going to call it Gothic church.

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Excellent.

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The final thing to do is go to my source straight.

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Have I got everything in here.

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Let's check and see what assets have changed meshes.

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It's got all of my data there ready to go.

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I just need to make a commit message.

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I've updated my remey far so I know it's all about.

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Unknown to commit and this is the 14th lecture so I'm going to call it game asit pack 14 linking to

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an external data block and then I make sure that I've stage those which I have done and click commit.

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Brilliant.

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How did you guys get on please share your work in the discussions.

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And I will see you guys in the next lecture.
