What is Linking and Apending?

A free video tutorial from Gustav Nilsson
Computer Engineering Student
4.4 instructor rating •
1 course •
1,827 students
Lecture description
In this introduction you will learn what linking and appending is and the difference between them.
Learn more from the full course
Mastering Drivers in Blender 3DLearn powerful tools to make your objects dynamic and automatic without having to write code
06:29:23 of on-demand video • Updated June 2016
- Create advanced rigging for your objects, characters, etc.
- Set up complex relationships between different objects in your scenes
- Control multiple objects at once with the same settings and controls
- Create floating panels to make the controls easy to access and use
- Increase the precision of your work by starting to look at everything in Blender as values
- Make those values change automatically both by using curves and math
- Create different versions of your objects and how to import them into other files and projects with a click
- Understand how properties in Blender work and how they can be accessed
- Have an in-depth knowledge of how Blender's driver system works
- Use armatures to add skeletons to your objects you can control
- Use modifiers and shape keys to manipulate the shape of your objects
English
Linking and appending are two
ways you can import objects from another file
into your scene. By doing so, you can create
an object in one file, and then use it many
different projects. Let’s first take a look
at a very simple example. Here we have a new scene. For this video, my default scene will
be empty just so I don’t have to delete the default objects to clear up
the space over and over again. Now I will create something we can
try to import into another file. To make it go fast, I
will just add a Suzanne, and give it a simple material. Now when we have our finished
object, save the file, and name it something so you will
remember what it holds, like Suzanne. From now on I will refer to
this as the original file, since it holds the
original object, and the empty file where
we try the importing, I will refer to as
the import file. This will always be
displayed in the corner so you won’t get lost when
I jump between the two. Now, let’s try to import this
Suzanne into another file. Open a new blender file. We are now in the import file
as you can see in the corner. We have two different options when
importing objects, linking and appending. Let’s try appending first. Select append in the menu, and
pick the file we just created. Inside the blend-file we can see
a lot of different folders. This is all the different types
of data that can be imported. We want to import an
object, so select object, and then Suzanne. Now we have a Suzanne in
the center of the scene. When we append an object,
it is copied to the file, so it is just like if she was
created here in the first place. We can do whatever we want with
it, like change the shape, or materials. This is a completely
new copy of Suzanne, so the file we imported it from
is not needed at all anymore. We could even delete
it if we wanted to. Now let’s try linking instead. Open a new file, and select Link in the menu. It remembers the last folder we
picked, so just select Suzanne again. A Suzanne appears in the
center of the scene again, but this time, it has a blue edge,
indicating that it has been linked. If we try to change it, we
can’t do anything at all. We can’t move it, enter edit
mode to change the shape, or change the material. This is because this Suzanne
is linked from the other file. What we see here is the exact same
monkey as in the original file, so if we want to change the
monkey, we have to go there. However, having to go
back to the original fil just to place the object in the scene
seems very cumbersome and limiting, so thankfully it
is not necessary. We can use what is called proxies to
be able to change linked objects, without having to change
the original file. You can see proxies
as a step in between, allowing us to create a difference
compared to the file we reference. With Suzanne selected,
make it a proxy. The blue edge disappears, and the object gets renamed
Suzanne_proxy in the outliner. It looks like any other object here in
the outliner, but if we expand it, we can see that it holds a linked suzanne,
since there is an arrow next to it. This icon tells you that
something is linked. Now when we have a proxy, I
can move the object around, or make it really big. The monkey is still grabbed
from the other file, but the proxy
allows us to adjust it. However, the proxy is pretty limited,
so we still have to change the original if we want to change something
like the material or the shape. So, let’s try changing the
original to see how it works. Jump back to the Suzanne
file, and change her a bit. I will just give her
a really big mouth. When you are done,
save the file again. If we go back to the import
file, she still looks the same. This is because the object is only loaded
the first time the file is opened. If we want this Suzanne to get
updated to the new version, we have to reload the file. To be able to reload a file,
we have to save it first. I will name it import. Then open the same file again
by simply clicking revert. This discards any
unsaved changes, so make sure you
have just saved. And now the Suzanne
has been updated. So, when should you append,
and when should you link? Both have different advantages and
are useful in different cases. The big advantage of appending is that you
can modify the object any way you want. It becomes a
completely new object, and the file you imported
from doesn’t matter anymore. You can change the shape,
material or anything you like, just as if the object has
been in the file all along. The big advantage of linking is that you
only need to change the object in one file, and it will automatically be updated
in every file that uses that object. Imagine if you have a character
you’re using in different scenes, and you realize it would
look better with brown hair. If you appended, you would
have to make that change in every single file
that uses the character, but if you link, you only have to
change it once, in the original file. Another big advantage is that
you save hard drive space. When you append, the object
is copied to the new file, so if I append a character, I get two
characters saved on the harddrive, taking double the
amount of space. If I link instead, I could have the
character in thousands of different files and it would barely
take any more space. Now you know the basics of
what linking and appending is and their advantages
and disadvantages. So now I thought we would
go through all the objects we created during
the course of this dvd, and see how we can change
them so they become easy to either link or
append to another file. Let’s start with the ladder.