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blender_docs/manual/getting_started/basics/interface/scenes.rst
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| Every Object in the original Scene is duplicated, and a duplicate, private copy of its ObData is made as well. | Every Object in the original Scene is duplicated, and a duplicate, private copy of its ObData is made as well. | ||||
| To better understand the way Blender works with data, | To better understand the way Blender works with data, | ||||
| read through :doc:`Blender's Library and Data System. </data_system>` | read through :doc:`Blender's Library and Data System. </data_system/index>` | ||||
| A brief example | |||||
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| Consider a bar Scene in a film. You initially create the bar as a clean version, | |||||
| with everything unbroken and in its proper place. | |||||
| You then decide to create the action in a separate Scene. | |||||
| The action in your Scene will indicate which type of linking (if any) | |||||
| would suit your Scene best. | |||||
| Link Objects | |||||
| Every object will be linked to the original Scene. | |||||
| If you correct the placement of a wall, it will move in every Scene that uses the bar as a setting. | |||||
| Link Object Data | |||||
| Will be useful when the positions of Objects need to change, | |||||
| but their shape and material settings will remain constant. | |||||
| For example, chairs might stand on the floor in the "crowded bar" | |||||
| scene and up on the tables in the "we are closing" scene. | |||||
| Since the chairs don't change form, there is no need to waste memory on exact mesh-copies. | |||||
| Full Copy | |||||
| A glass shattering on the floor will need its own copy because the mesh will change shape. | |||||
| It is not possible to do all of the above in the same Scene, | |||||
| but it might help in understanding why to link different Objects in different ways. | |||||
| Deleting a Scene | Deleting a Scene | ||||
| ---------------- | ---------------- | ||||
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