WEBVTT

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Welcome to relinking blend files in this video you will make a commit.

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Trust me at this point there's a possible day to frustration almost inevitable if you don't make some

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sort of go back point.

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So whether it's a commit whether you're zipping up your data folder your current working folder.

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Just make sure you've got a backup before you do anything like this because it's potentially highly

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destructive.

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I understand the ordeal you need to do things in if you wish to change a linked file or its data blocks.

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And we'll also see what happens if you change a link.

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Sir first of all moving or renaming blend files make a commit so that if something does go wrong you

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can go back to its copy the files to a new location.

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Even if that means they're in the same location or an entirely new folder that doesn't matter.

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But what does matter is we do not remove the originals at the moment.

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They must stay there rename the copied files appropriately so we've made a fundamental change.

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Then obviously you can rename them.

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Or in my case I am about to go through.

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I just want to shorten the names and make them a bit neater.

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Doing it in any other order will break links and any links broken when you save the blend file will

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be lost forever which of course will result in more work reconstructing.

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And as we've seen with the.

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Was certainly with my Gothic church so far there are a lot of parts that are reused there are only about

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eight in total that do the whole building.

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Certainly the window parts and the blank wall paints.

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If those links were broken I'm going to have to pour a lot more parts back into my model.

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I don't want to do that.

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There we've got moving or renaming data blocks.

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This isn't so straightforward as a completely different method to preserving them.

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Should you want to move or remain them remember.

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Make a commit so you can roll back at any point.

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Copy the files.

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Then open up that copy and make your data block adjustments so you might want to change the mesh name

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of an object or even the object name.

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Or perhaps you want to change the mysterious all name that you've assigned.

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Perhaps it was an appropriate but you need to make these adjustments in the copy.

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Then we'll go ahead and link the new file into the scene.

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Make links to the new object replacing the old one and then finally you can go ahead and delete or archive

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the old blend file and that's as we will shortly see will happily remove that link from Blender any

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way.

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By the act of doing that on the next save.

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So let's go experience all of this and hop on over into a blender.

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Okay so back in blender The first thing this I'm going to do is demonstrate what happens if we do something

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to an existing blend file that's linked into our scene.

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So let's go ahead and go to the file system here and I'm going to do the front door because it's one

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of the least use pieces so something goes wrong at least then I can sort it out.

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So I've got Church front door here.

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If I go ahead and delete the numbers at the end of it which is one of the things I want to do because

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I think I'm going to go for a more of a standard format with these underneath except that they're going

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to be two by four or two by two or four by four and a thickness a stick.

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Kurtz OK again point to zull maybe even multiples or point two but as long as I know there's a standard

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across the building that's undoing I shouldn't have to put in all these extra details.

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Okay so now that I've renamed that if we get went ahead and re opened our church there we go the front

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door has disappeared and I think it's used over here as well so that one has also disappeared and we

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can have a look in the outliner itself we can see that the parts there's actually an empty there now

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in the parts and that no doubt will be the church door so here we go.

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Having a look in the outline of the church door is now an empty where it used to be.

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Now if we go ahead and save the blend file at this point in time we will destroy that link forever we'd

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have to read link the church door into the scene which is not always a bad thing but imagine having

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to do that for something is repeated a couple of hundred times.

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Not sure how often.

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In this scene so far the blank wall piece is used but it's used an awful lot and I wouldn't fancy having

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to reconstruct it all because I had made a silly mistake with moving something.

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So instead of doing that's what we can do is go back.

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I am just going to highlight those numbers.

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Fortunately the naming convention meant I can just do that because we named our file the same as we

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named the mesh data and the object data.

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So now that I've renamed that fact should restore the file.

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The important thing is that you don't go ahead and save.

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That's easy to do.

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For instance you may not notice that a wall piece.

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Sorry you will notice Civil War pieces missing.

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But if you've got a small let's say a candle or something in the scene and you'll look into it from

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the outside and you're making some changes from the outside.

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You might not notice that disappearing.

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So now that we've reverted in we've changed the name back we've got the door back there so if we wanted

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to move our object the first thing to do is make sure that we are using relative or absolute paths.

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Now by default it's using a relative path which basically means that it's not reliant on whether or

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not you're in the exact use a directory on a particular computer.

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What it does mean is as long as all of the stuff is grouped in a similar way on every computer.

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So in this case I have my project folder and meshes as long as and the other folders that are associated

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there.

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As long as that folder structure still exists on another computer it will work.

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So let's go ahead and just check what we've got so when I go in link a file there or where the operator

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panel usually set on the lower left hand side.

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We've got relative path ticked and that will be ticked by the phone and we will also want to leave it

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ticked so we will leave it teched have a click Cancel to come out of there we check that.

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So the first thing that we'd need to do if we wanted to move information about or rename and rename

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things what I'm going to do.

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So I don't have to type too much.

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Let's go to the file system and copy the blend file.

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Now that we've copied the blend file we can just rename it and for speed purposes.

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I'm going to call it church front door C F D.

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Lower case they have case does matter it is case sensitive.

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What we don't want to do is invert the break some think by not getting the case right.

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So I've named it cft hopping back into blender.

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I can then go to the data blocks in the outline.

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Once I'm in the data blocks will need to go and find the libraries.

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Now this is going to look a bit messy.

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We think we've named everything and in fact we've missed something.

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These libraries alas okay because they're hidden away.

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But since we're here we can actually go in and name them.

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Now I've gone into the section a few times so I know straight away mind.

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Library 0 0 4 is the door and we can see the file path down here.

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Links to the door itself now because the data blocks are in the file itself have not changed.

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All we've done is moved the file position.

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We can update this to the new name or even the new position if we moved it to a nother folder.

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The first thing I'm going to do is actually call it front door on the library so that I know what it

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is just by looking at it so if I need to come back later I know where it is and we can see here is a

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relative path.

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It's got the two slashes Dodderer meshes and then we've got the file name there so one of the reasons

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why I wanted it shorter is sort of this area and a few other areas in blender you get I can't widen

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that so it's just too long so we had it church front door and I'm just going to go back and make sure.

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Oh no that wouldn't work you do have to make sure this is named perfectly so if it does mean you look

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here and then you hop back and go see if they don't blend cft or blend lowercase etc..

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It's in the meshes folder will have not changed anything there so that should be absolutely fine.

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What we can now do is go ahead and save the blend file.

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Don't make a mistake and don't make a mistake try to do double check for it you've got this right before

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you click save and then go ahead and let's reopen the file again.

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Then all should be okay.

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If you're doing things like this for your own sake do them one at a time and commits.

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In between each one so that if you do make a mistake you'd know where you've made the mistake and you

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can just go back to that point.

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If you got to change all of these pieces out or just move them all to a new folder and you're doing

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this to keep it nice and sane for you then of course you will need to make that commute in between is

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what you will want to do is do the whole lot again.

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So now that we've done that the other thing is if we knew a data block.

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Now that's something slightly different.

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Again we need to take a copy of the file.

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So let's take a copy of the C.F. the file.

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In this case.

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So then take a copy of that file and it's going to be called See if the two.

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Really really deep and I'm going to rename the mesh data here.

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Actually what I want to call it so instead of going down this route I'm going to rename the blend file

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in the moments I want to call this level of detail at E Since it's a lower poly mesh it's a very basic

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mesh and I want to call this then the front door.

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I know it's a church because that's what I'm building.

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You may call it whatever is appropriate for your particular model but French Church.

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That's great.

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Now say the word church I type it elodie Acres is the basic model.

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Front door.

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Don't need any more details than that.

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I'm going to go in and update the meche data as well to reflect on the same name that at the moment

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is important.

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Now see if the two is not the right name at all.

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So I'm going to go ahead here and go save as an I'm just going to call it front door again.

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It is explicit that's an put underscoring there is explicit though it's going to be a church that I'm

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working on.

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I can even move it into a church folder of that was at all necessary.

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So I'm going to save that and go back to my file system quickly and do a tiny bit of clearing up.

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I'm going to deletes the C.F. the two that I created.

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Okay so now when I go back into the scene itself the Gothic church scene I'm going to have to link that

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new file in.

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Meshes and front door object elodie a front door and then we could pick left higher levels of detail

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if necessary so we're going to pull that in.

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It's come in and we're going to make it a proxy and it's on layer 2 here which is absolutely fine.

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The ground is not on the appropriate layer so that's move too and how one sets all together.

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Again grounds back on.

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So in order to take that object data from that newly imported object what we need to do is first select

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the ones that are going to receive that data.

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Which is all we don't on that corner piece.

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Which of these two front doors are not doing very well selecting.

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There we go.

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Now I have selected those two unlive turning this other layer which Scott the last door on has selected

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So the active object has to be the one giving the data and then we can go to objects and make links

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and we can see the shortcut there is control and L..

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And this is where we go object data.

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Now nothing will have really change because they're both the same actual mesh and the knife edge is

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called something different.

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If we go ahead and save the file now and come out of blender completely and say let's go here now that's

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named at cft SOME going to the leads and take a punt here that are done that correctly Unger the least

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churched front door and c f d completely from my archive I can do it safely because I've made a commit

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and then I'm going to make sure it's saved and revert.

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And there we go.

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It's still there.

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They haven't disappeared.

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Now you can use this for other things as well.

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So say I wanted to replace this war piece at the very top because they're modular.

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They're all the same size.

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It means that I can then select the door down at the bottom go control in L and do the object data.

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And when I do the object data you can see it replaces it and that is incredibly powerful allows you

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to modify your project very very quickly.

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And as you saw in that list there are some other things you can do as well.

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So say we came up with a an awesome colour for the church itself so unethically create a new material

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on this wall piece here.

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Now it's going to apply to every single wall piece that that has inherited which is the rest of the

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wall pieces in the model.

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And let's.

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That's to say we've we've made it an awesome orange and let's call it awesome orange.

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It's my new favourite colour.

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Awesome orange.

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And I'm going to hop into materials just to make sure that's applied quite bright and say we wanted

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that on all of the vaults that saqi forgetting what these things are called.

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We would select the vaults first.

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All of them if we wanted it on every single one.

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And then and only then we would click on the donor and then we go control an L..

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And select materials and there we go it's inherited those materials very very powerful and can save

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an awful lot of work having to assign those individually.

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Brilliant.

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Okay guys I'd like you to check your naming and filing so ensure all the basic building blocks are named

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appropriately.

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I'm going to be using the prefix elodie underscore a for mine which means it's the lowest level of the

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Tel model I'll be working with.

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Make your names as concise as they need to be.

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So I have personally decided that I don't need the prefix church since the whole project is going to

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be about church.

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If you're doing a different type of Interior maybe kitchen or something like that.

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Name your project folder appropriately rather than having the individual name tag on the beginning of

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file is entirely up to you.

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This is one of those things that's at more of a personal taste and I've decided the numbers at the end

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might just be a bit clunky So I'm going to cut those off as well.

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I know that all of my building blocks for this particular scene are going to be four by four or four

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by two or two by two so they are going to fit together nicely and I'm going have to stick to that standard

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width four point two.

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Unless it's some sorta special part in which case it's probably not going to be modular any way it's

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going to be a special part.

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The method for data blocks.

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By the way works if you're renaming a moving the whole file too.

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So if you're going to be doing both of those tasks and not just an organizational task then you will

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probably be better off doing the second method but do them one at a time and remember to commit or backup

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your work before you do any of this because it can be very destructive.

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What I don't want you guys to do is obviously have to repeat a load of work because you made a tiny

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mistake in naming something.

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And this is going to be another one of those lectures where I'm going to leave you to it.

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I'm going to go off and rename all of my files and I'll see you guys in the next lecture.
