 All right guys Let's get started So you probably all know that some of you may know yeah, thank you. Thank you. Thank you doesn't get better than that. Bye guys I mean you all know like You know you have like three months prepared presentation You're like, okay, I'm gonna work put so much effort into it and then like one day before it's like I Think I have something that's it's gonna be helpful for you guys Something that's gonna really show the big picture behind this Behind this But let's see let's see how this goes right interesting. It's gonna be interesting So the idea is to show the big picture of this whole project to really Share some understanding of what we have in mind, but it kind of turned out to be more I guess like how I see things, right? So it's not like this is like an official Approved design or something and there's lots of my own thoughts in this presentation so let's Let's have a look and see how this goes Because it's quite a bit of course like this Iceberg thing right and you've all seen the memes of the iceberg the iceberg thing It's really like what the user actually sees is really just a bare minimum and what we currently also have in Blender is Like has like three percent of what I want to see in Blender eventually, right? It's so not there yet, and I want to talk a little bit about this kind of stuff But it's also kind of like If you try to present a product, but it's a bit more like a pyramid You start with the foundation and you go up like how is this going to change people's lives and how they work So yeah, I guess it's sort of a mixture. That's like iceberg permit something So the way I'm going to structure this talk is a bit, you know I want to spend some time and this is maybe even the most important part of this presentation like the product definition like what are we Trying to do here with the whole asset stuff, whatever you call it as a browser asset system, whatever So I'm going to spend quite a bit of time on that Cover a little bit the quality sign like just go briefly over it I don't want to get into too many details, whatever Integrations and I owe I think is quite important when we talk about, you know, you have asset markets I want to use the asset system you have how does this integrate into studio pipelines all of that stuff I'm gonna really briefly show the user interface. There are some cool things coming there I think I was not going to spend much time on that and then sort of okay How is this gonna develop into a new workflows like again impact house is going to change the way we work with Blender Which I hope quite a lot And then you see I'm an artist This we're gonna look into the stars like a few of the of the things that we really want to get into Blender at some point Just to you know, why not? Let's dream a bit Okay So product definition again, I'm an artist right it's beautiful. Thank you. Thank you super By the way super is also here. He's also in the on the he's mentioned as a speaker What I like Thank you for your contribution, but it's like I just kind of totally let him out in the dark and like he doesn't even know what's coming so That's yeah, it's gonna be fun What are we building here? first question right and people keep saying this term like Asset manager right and it's keep floating around and keep people keep saying it as a manager Okay, so let's talk a bit about asset management at least in productions, right? Because in a production context, there's lots of stuff there. This is like just like Very brief brainstorm like there's so much of like storage and in an actual studio pipeline We have tens hundreds of people working together on thousands and thousands of assets Storing that stuff managing the data can be very difficult. They are very different solutions Now things are moving more and more online. So people don't just access one One network drive or anything So yeah, it's is it stored in files? Is it stored in some databases? Is it stored managed with like an SVN database or so or SVN repository? You have things like editing rights, which artist is allowed to touch which file at which point in the production, right? This stuff can become very complicated also Short status like is this actually in progress or is this maybe a locked file and then again people are not supposed to touch It anymore because late in the productions Once something once a file is basically ready to be rendered Do not touch it anymore and you don't want anything to get messed up like especially with dependencies, right? Because it's not just one files. It's other files feeding into this and everything becomes so hugely complex These things are difficult. You also have versioning like version one of a character And then there's a new update on it some fixes in the rig here some fixes in the shading here So this stuff is complicated, right? Can we just solve this all in blender for everybody for ever? I'm not sure. I'm not sure there's definitely things that we can do there and I'm going to talk a bit about these kind of things, but it's still Let's try to separate asset management from dealing with assets like having access to assets in a streamlined and convenient way so one of the for at least for productions one of the things that we have here is sort of Sort of a paradigm like keep the user in control because in productions Again, we have all those storage systems and they are very clear rules on how things should be managed Blender shouldn't be going and deciding how our studios have to store things right the user or the pipeline or The TD whoever is responsible for this Sam goes for dependency management, right again all of this is production stuff Then don't be this be destructive by default, which means like There are some workflows which allow you to you know change assets and then sort of store them Somewhere, right? This is I'm going to talk a lot more about this but this can be very dangerous if you cannot undo it and Because where you essentially cannot undo it right you're touching some files somewhere else And it's not in your current session under stack so this is also something to keep in mind a bit and We're going to talk about this kind of stuff as well so At least for production context probably for other things there needs to be the ability at least For the user to sort of be the asset manager to take control over things or the pipeline tools, right? In studios to actually have tools for this stuff However That doesn't mean that we're not going to make this easier, right? But it's but it's something that we're not going to set things in stone We are really careful about designing something that gives studios and different usage context enough flexibility But we can still provide these convenient features, right? That allow you to edit data and just not care about how it's stored and how things are managed, right? But this can be added on top It's an addition and it's something that studios can opt out. So what are we building? Okay? Not an asset manager. It's functionality to help you the user and studio to use and manage assets basically, right? So we are just trying to help them getting there So basically there are two parts of this There's like the asset asset browsing your eyes Which is the stuff that the user actually sees usually and then there's sort of the back end which is this entire Asset system which basically makes blender able to understand what's an asset like be able to deal with assets So You know talking about product stuff product people always like to have this one sentence that describes your product, right? that sells it and It's nice exercise and I've kept trying to you know come up with something and It's also a problem like often it's so vague you have ten people you tell that to ten people and ten people understand something different and it's like and I keep changing what I have there. I think I may have something that I think is okay, but ask me again in two weeks, and I'm gonna give you a different answer That's like I would put it that way like improve Reusing or using and exploring 3d content which should be really streamlined deeply integrated into blender and you know enjoy to use Well enjoy So, okay, let's let's look a bit more into this what I mean or what are the general goals behind this And blender Maybe in 3d in general or in data management in general, but especially in blender Reusing tends to be so chromosome, right? It's we currently we have the data block design and we have the link and the pen stuff I Think we could do quite a bit better here You just shouldn't have to create everything from scratch, right? So you have this thing you go to the blender website you heard about this amazing thing blender It's so great, right? Everybody is doing this amazing stuff with it and you see it on Twitter And then you go to the website download blender and everything's so nice It says your breathtaking with a heart and then you open blender and it's a cue And you go and say at right you want to add more stuff and you see okay. There's a tourist there's There's a cylinder there's a monkey nice great What kind of vendors you know, it's not really that experience, right? You can just go and you see the stuff the awesome stuff that people create on Twitter and you can just go Oh, wow, I want to work with this So this is also something very important for the project For that means to explore 3d. This is really about You know for example if you have especially with with notes, it's super great You can create things that people can look into They don't have to but if they choose to learn something about You know, how is this specific shader done? How is this kind of geometry generated? They can actually look into the shaders But they can also if they are doing some tutorial or trying to get into some part of 3d They can reuse some assets for the shading or something because they just care about the rendering or so like they just Want to see how does rendering work so that they don't have to know each part of the 3d pipeline to be able to Do something cool and learn something and explore streamlining asset workflow, so We've all seen the amazing add-ons that people create for blender, right and there are so many cool things there So there are so many add-ons for assets browsing and asset management stuff, right? and each one of them has a different UI different experience and it's like They don't even want to do that, right? They don't want to have this this special UI that just they want to integrate it into a blender They want to make the assets available to the user, right? So for me, this is also a really important part of it like having this central hub the central or this one design that Asset services asset markets can just use and the user just has to learn at once basically assets as for future proof first-class citizens and blender it's Because You know blender is not so young anymore, right? It can easily happen that assets will feel like just an afterthought something that was added to blender at some point But it's not deeply integrated into blender That's not what I personally would want I would I want to have assets as something that really is deeply integrated throughout blender something that That you work with all the time But then again, of course not be in the way in any way Because we do want to get go beyond the asset browser, right assets. You're not doing 3d because you want to create Create these assets and deal with assets or whatever you want to create cool stuff, right? You want to focus on the stuff that you create on not to deal with assets and files and whatever that whatever kind of stuff So yeah, it's really about We need to develop things that people can Put into their workflow and that can change the workflow of people so again improve and improve reusing and exploring 3d content Streamlines deeply integrated and the joy to use Again ask me again in two weeks and let's see if I still would put it the same way, but I think this is pretty good actually Who will be our users so the thing is It's not really target a target audience right because we can't really choose who's gonna use or who's gonna use the asset stuff People just want to use it right there gonna open blender and use it But let's still think a little bit about about this what kind of users these are so Beginners and occasional users are definitely an important audience that we should focus on again, it's a lot about the Whole con concept of exploring 3d and using assets as a way to explore 3d get into things learn things They are gonna be professional freelancers so people who work on many different projects who you know do like architecture visualization or stuff like that, so They have a very different workflow again from a production artist who they are working Probably in a team they work on a project for a long time And you know you have all the pipeline stuff going on Technical directors because I do think that as part of this like as Because we want to make something that can be used in production Having the ability for technical directors to write their own tools and scripts on top of what we have is quite important so we are also sort of catering for them and Apparently at what's noden he was tweeting about this like At some point at some point he was tweeting about how much he loves blender and how amazing it is and turn re-tweeted it and then At what Snowden replied to it and like yeah, yeah, and now go finish the acid browser, so Okay Is it finished, I'm not sure This may be one of the most important parts of This introduction to the product because it sort of comes from you know this exploration of what are we trying to do and to Are we trying to or who are going to use this thing? I found it really useful to really look at this from different angles and I came up by now with those four and like one is Personal as like so the thing is like you talk to ten different people about Asset stuff right and how asset stuff should work in blender and then you you talk to them and they say yeah It's obvious right it's so simple right you just do this and this and this and then okay You can spend like two hours Figuring out a design for that then you go to the next person talk to talk to them And then they say yeah, it's so obvious and simple you do this and this and it's totally different People have very different understanding things of what they want from this asset system So the way that I would put this is with those four boxes kind of so you have your personal asset libraries This is either somebody It's probably more going to the direction of freelancers like people who just curate their own stuff You know that sort of the people workflow right people we all know this is the amazing stuff that he's creating and he just has a ginormous library of assets and he doesn't care how they are stored how they are managed or whatever He just wants to go to the content browser and in cinema like type in what he wants and track it in right That's amazing So this is the kind of person asset workflow I would say then there's the context of projects again And This is goes into all the stuff that I was saying with the pipeline stuff and all those complications and having TDs involved To fix things And for the especially for that I would say that keep users in charge is quite important for the the pipeline tools and Then there's the whole online assets over stuff. So we've been talking quite a lot to people like from Blender kids some of them are here And repeal from pi clone and so there are so many You know, we have the all those add-ons who brings some kind of asset service to Blender who integrate online asset repository browsing into Blender and this is definitely part of What we're doing again and then last but not least this whole interactive learning thing which is Goes quite a bit into tons vision of Blender 101 But it's also more than that It's really the stuff that I was talking about already with being able to explore 3d and learn 3d without having to know everything about it just to get started So yeah, this is sort of Really for me the main guidance and whenever we design something this is sort of for me the different perspectives that I want to look at things and Those things shouldn't conflict and that they shouldn't be too separate. They should be smoothly working with each other Right and that is quite a challenge, but I think what we have it stresses that quite well Okay, quickly. I'm gonna go a bit more quickly about some things. It's not an asset manager as we already said It's also not going to be like a local data block manager We need better management for data within Blender, right that there's no question about that But this is not this project, right? We are making some things that may help us do that and we are finding out many things that will help us do that But it's not what this project is about We're also not completely rethinking data management or like data blocks in Blender like the typical, you know objects and materials and stuff Maybe I should put an asterisk there or like because there is still there's some future proof stuff that is maybe not so much about rethinking data blocks, but that's I Can show you a few cool things there We also not redesigned the whole linking or pending like this was a question like how it's gonna. How do we get data into Blender and Reworking that would be quite exploding the scope. So we're gonna keep building on that, but we are gonna enrich it a lot those part of the idea Then allow users to stay in full control then there's this pushing thing right being able to you know I'm creating a beautiful chair and I just want to have this in my asset library, right? It's so difficult because then again, we decide how are we gonna store things? How are you gonna manage the dependencies? There's no is there undo for this again, right? So this stuff becomes a bit complicated So we are really trying to figure out ways to do this Carefully so the user can stand full control But again, it doesn't mean that we cannot provide tools to still do it But that is sort of on top that is a layer on top to do this stuff so the core design is sort of Trying to keep the user in control and not to pushing not to external edit editing We have this UI design paradigm for Blender that you first operate some on something And then you choose the settings because in other applications you often have that you have to set up a bunch of settings You press a button and then you get a result, right? Okay looks shit. Let me go back edit the settings again press the button Things should be really visual and I'm gonna show you a bit later what I mean with that But generally do what you want to do and then tweak it. That is sort of the Non-overlapping non-blocking. So we're not gonna do like lots of crazy pop-ups or anything like that Blender should also not freeze at any point when loading assets that kind of stuff the startup time shouldn't increase But because we are loading thousands of assets or anything like that This is sort of the thing like don't pay for what you don't use that I would like to bring a bit more into it because Yeah, you can read really easily fill the fill the memory with hundreds of assets and which Blender should be smart about Figuring out what is the user actually looking at and try to get rid of everything else in memory So there's probably going to be some garbage collection going on there Integrations and IO let's talk about that I've wait no core design. Let's talk about that So what is an asset? What's an asset? I don't know what is an asset like it's People use the term asset all the time, right? And it's just not clearly defined what it actually is and we want to create something for assets So gotta figure it out and I know that many other Products they actually avoid using the term asset nowadays, which I think is not a stupid thing and we should probably also do it but hey Then Tom Rosendahl came and said an asset is a data block with meaning, right? Got it So first of all, it's it's yeah, I mean, it's it's very great And we need to be a bit more specific or we need to get things a bit more specific there What is meaning and even the question? What is the data block actually because I? Think for ton a data block is just any kind of data That's you know is that Blender can understand or that somebody can understand in the UI or in the manual or whatever We call data blocks the ID data blocks like the core elements of Blender objects and materials and stuff and But I don't think that Tom is talking about data blocks only as in the kind of core data structures that Blender understands I'm actually pretty sure that he wants to go beyond that So yeah data block. What is it? Then there's also all the main data and Blender is a data block So you have all your scenes or collections your objects materials everything just if you open Blender already has like I don't know 3040 data blocks or something you don't want all of that to be in your asset library So there's a so the idea is that you do some kind of publishing step where you say, okay? I want this to be available as an asset Currently we have the Marcus asset in Blender which Can be quite useful, but I'm not sure if it's as useful as it's Easy to use as it should be But definitely an asset is an abstraction, right? It's something You know in the end you just want to see a bunch of previous some names They want to be able to track those things in and maybe you get some more information about you know The author of this some tags and you want to be able to search for things So it's really an abstraction You have this kind of stuff preview name some metadata type behavior, right? Actually, I think the way that I would Describe what an asset is at least for Blender is it's a package for sharing or using data And you can have any kind of data in Blender But if you actually want to reuse it for something you package it, right? It's like with with mail you get an envelope or something you put some metadata on it like the address and stuff And then you send it away, right and so I I think Looking at it as a patch package for sharing reusing data is a nice way to think about it Very quickly we have this This life cycle of assets which is like you go through creating editing sharing using assets so We really try to get create and edit to be essentially the same thing, right? So there is not going to be much of a difference there. It's just regular Blender editing sharing Can also be regular sharing or via asset markets, whatever using That is quite separate again from any kind of editing or creating and we really try to keep a separation between those two like Either you're authoring assets you're creating an asset library or something or you're using or you're somebody who just gets assets And you're just using assets So those are basically in the UI different different places where you're gonna work on things that sort of the idea But they're still like it can still be very Smooth transition between them, right? But they're basically we are separating things because you don't want to You don't want to organize or you you want to use your assets We actually want to use the right in the 3d view, right? You don't want to go to the asset browser to be able to get an asset or something So it has to be really there has to be a workflow. That's really Optimized for just using the assets that you need in this current context There's this tweaking thing that we've been talking about for some days now like being able to not just Use an asset but to make some changes and you know have those changes start somewhere and you are always able to Use the assets with those changes, but also get rid of the changes again. So we are thinking a little bit about this This may also go a bit into the whole generative Assets like being able to drag in a geometry no tree and tweaking parameters So this tweaking maybe that's also part of the use or at least it's part of the workflow Very briefly asset system Let's talk about what this is. This is sort of like the foundation for How to get assets into blender? It's basically what makes blender understand assets natively Just some entities and functionality to work with assets in blender. I'm gonna go quick. This is not too interesting Yeah, you already covered that part. It's like it's really just an abstraction and we have that abstraction we get that into blender now So Back in the days a long long time ago. There was this idea you have things and the things of different types, right? You have an object you have material different things, right? But actually things are getting more and more fuzzy the longer you think about it It's like okay an object can be that's a simple case even object can be a mesh object or curve object Nowadays with geometry nodes. It becomes really fuzzy because suddenly like geometry nodes can just generate all kinds of geometry and and mesh data and all kinds of things and It doesn't really matter anymore. What's input type your object was but it's also like For example, if you have an image right a texture can be a stencil texture It can be a bump map. It can be, you know, the actual diffuse color or something very different things that you want to use in very different contexts and How much does it matter really that? Data is already like plender data like an ID data block like I think if we want to build something future proof I think it's more like We need a system that really handles assets as an abstraction and what data behind is behind that Shouldn't matter really because again things are sort of moving to the cloud and nowadays everything is used to you, right? You see is everywhere So maybe an object can be just represented by you see right and you drag it in and plender Some add on or something knows how to translate this to plender data and you get the object It doesn't really matter anymore if it's if you have an Plender object in your database or in your asset library or if it's If it's something that's defined by use D, right? So The whole Type stuff gets quite fuzzy So the idea is to instead of trying to define like one fixed type of an asset it's more like You describe the characteristics of an asset and give it some some text like this is an object. It's a mesh It's generated by geometry nodes. It can be used as a modifier in the modifier stack, right? or Here again, it's an image. It's not a plender image yet. It's just something on the hard drive and it's It's a stencil for example, right? So you describe the type behavior in terms of Characteristics we call that traits, which is sort of like some tags that blend automatically sets Okay, very quickly an asset library is basically just an Entry point to some assets because you do often want to differentiate between okay This is the asset library for the project that I'm working on. This is the asset library That I got from this online service. This is my personal things My personal pile of things that I want to reuse for various freelancing projects, whatever So we are differentiating a bit a bit between that I Also think you do need this all as a library because often you don't really care where it's coming from You just want if you just want to use a brush Well, give me the brush why I don't care if it's from this asset library or whatever so It's also important catalogs This catalogs Are the idea to be or like they allow you to organize things in a hierarchical way Without relying on this 90s concept of files and directories on disk like and oftentimes the way you want to browse things Doesn't really represent the way that things are stored on the hard drive, especially I can productions Things are optimized for certain storage and whatever And you want to be able to just put the poses from Ellie Together in or like to even separate them into a cat into different things and you can browse them easily or like merge things into something like What do we have here? You can see it here So Yeah, just put you get all the trees from different files, and they just populate one catalog So that is the idea behind catalogs basically There's some further stuff like we have indexing in blender. So blender keeps a cache basically of the assets that you have And it's quite smart. It knows Which plant files changed so it only updates the assets that are actually from change plant files and stuff There's a pending with reusing data. So if you drag in an object with heavy geometry, it's going to use reuse the geometry and Same with materials. You don't want your 4k textures to fill your memory just because you're dragged in the same asset 10 times, right? So there's some reusing data By default does that Yeah, the data blocks are natively supported pure rendering stuff. Just some features, whatever Let's talk about Blender projects Because blender projects You know, you have the plant far right and people are used to working in plant files and there's the kind of powerful where we need things It's basically like a database in one file But Blender only knows about this one file at the time, right? It doesn't know that you're working in a project where there are 500 files, right? It doesn't know about the project structure and whatever So there is this idea that is very related to assets That there is a knowledge of blender about this broader context of a project So this is actually something that I That I that I worked on and you know some more cups you can see here the kind of stuff that we could support whatever So we'd have some project settings that are similar to Things look similar to the preferences, but this is Project wide settings basically and that includes the asset libraries here So you would have asset libraries pro project and then depending on which project you're working on your you can have different libraries They use linking by default and maybe we will even forbid linking for black personal libraries like you wouldn't want in Probably ever that your project file depends on some asset library that's just locally on your hard drive and You know you render something it looks good and three weeks later You come back and render it again, and it looks different because something on the hard drive change somewhere else So maybe linking is not even a feature that we want to have for personal asset libraries At least not have it so easily available. Maybe we should hide that a little bit Should actually yeah, I was we decided that I should work on this basic Blender project support Quite spontaneously, so I spent like two weeks working on that and we have now a basic product a Basic version of the Blender projects in patch review and that should go into master as an experimental feature soon Then we can add features and enabled by default at some point As it bundles this really goes into the ideas of not having to create everything from scratch and being able to explore 3d But also just making Blender generally more powerful. So There are like three types of bundles, I would say So one is like demo file bundles, which we have on Blender.org Turn really wanted to have this kind of experience where you can just download a simple plant file And you can just drag things around very easily and just play with stuff, right? This is powerful release really really useful Very important for exploring stuff There could be bundles for like ready-to-use assets just ready-to-use character or Materials that you drag into your scene and you can basically press F12 and Use those things, right? But those are different from sort of more basic building blocks like the standard brushes that Blender would deliver or Maybe base meshes that Blender could have so like Or the node groups that like utility node groups for things that people using nodes do all the time This is a different Type of bundle for me. This is really basic building blocks. So The last one we call them sort of essentials even though maybe should come up with better term But this can be part of Blender. So if you download Blender, it's always going to be there And it's always going to give you some base meshes to work with some utility node groups Maybe 300 brushes or whatever So this is really going to make those Out-of-the-box experience of Blender much much better and gives you much more abilities And then we want to have those ready-to-use assets Probably on this extension such Blender.org website that was just there was just a blog post about this last week So they are going to be asset libraries that you can probably browse from within Blender There's the whole Blender apps idea, which I may actually be spoiling things here with because there's blog post coming But it's not yet public so But basically the idea is what if you can transform can use the power of Blender But to get rid of lots of things and just create a Really minimized version of Blender for something very specific and this is for example the monkey app Dalai was integrated like this Basic proof of concept for this right where you can just download Blender open it and you basically just get this you can drag in monkeys You can apply materials on it But it's super cool, right? So these are Blender apps they would allow you doing these kind of things. This is a lot about learning 3d and making 3d more accessible. Also you can imagine for 3d printing and that kind of stuff And then I already touched this a bit We talked about yesterday with some people about the Blender apps One of the things that are still bit an open-question mark about the asset system is how to manage multiple assets simultaneously that are spread over multiple blend files and Tom when we talked about that with Tom he said well Blender can only should really work with the currently open land file Like maybe I'm going at Please Then they can only really work with the currently open plan fun and that is the thing you're focused on that's the thing you're editing That's the thing you're saving But it will be fine if there were some TV made Application that goes across all your plan files and all your assets and there you can reshuffle and merge and rename everything That will be perfect for a Blender app. Then you have the native support for all these while still in Blender But it's a completely different experience with different rules of what it could do I am going to go a little bit into that, but I'm it's actually a good point like the TD app is Something that we really should have and then I would be super useful Drafting I already touched upon this a little bit. This is sort of our idea. We are currently working on Prash assets in the studio and like figuring out how the prash management workflow could be reworked Drafting is this idea of being able to change things have them stored Being able to reset them, but they are not really in your asset library yet. They're sort of in this drafting stage For now it may only be for presets or like brushes and things that you basically apply Because objects and materials is a bit more complicated, but hopefully we'll get them very quickly So they're going to be API's for the asset system internal API's so it can be integrated into different workflows And really it's about yeah, you don't just have Files there or data blocks. It should be extendable and Python API is quite important for all kinds of asset service support with them Like it's right Okay, very quickly typically you have some kind of asset service that connect to an asset database and Then with the help of an add-on or maybe yeah some add-on Let's say that this plan that just can get a view into an asset database, right? It's so all blender has is a view on the asset It doesn't know too much about what is in the data or what kind of storage is behind the database whatever I just know it's okay There are previous their names and test this type characteristics if I drag it in this kind of code should be executed Open as a day. Oh, that is a pretty new project It's an open-source interoperability standard for tools. You can read right So this is a project now from the Academy or that's the joint the Academy software foundation that has been that yeah And it's basically it allows you it's a standard that allows DCC slack blended communicate with Asset and production management software very easily standardized API so you could have broken that speaks to you know shotgun or like we have the watchtower or Kids who this kind of stuff For us, it's a great opportunity to add more compatibility and we really want to support this These interface you've kind of seen the asset browser, right? It's like nothing new here. These are some early mock-ups from William who's here Overall, I think things are pretty much the same still like some changes like the catalogs but Basically, this is not really the place that's optimized for using your assets It's the place that's maybe optimized for organizing your assets So I'm actually I like the idea of renaming it even to the asset organizer or something like that Because that's really kind of what it's what it's meant to do For using assets now with the brush assets we are exploring this idea of asset shelves So that's if you're working in the 3d view you have you can access the assets that matter in the current context So if you are sculpting you see all your sculpt brushes there, right? If you're animating you see your post library there, right? This could also go into different editors, right? This could be in the note editor as well This could be a standard would be a standard your element that you can access throughout blender basically to really efficiently Use assets not to organize them or you know create them to use them It could also be this pop-up and then it's not a shelf anymore. It's a drawer then at that point, but But this kind of this is what we're exploring currently in the blender headquarters with a brush assets Yeah, I don't have access to my videos on this computer, but this is basically it's fine. It's not too important. This is just a The super awesome demo file that Simon Thomas made You've seen it. You've seen it. It's on the end release notes and everything like it's It's also in the first slide. It wasn't the background like maybe I have a picture of even but this Dragon dropy and I think it's super important for a convenient usage experience that track and drop works well And that we really put effort into polishing that That's not working. Oh, there we go However, I want to go beyond that I want to not just you shouldn't just be able to track something in and it snaps to Surfaces and stuff like that. I want to have this general placement tool, which is like You can keep moving things around and it's gonna snap to surface all the time and you can change the size You can rotate things and you know, it could be a general tool That's even activated automatically after you add an object or so It could be physics-based. Yeah, you can have like collision detections. Yeah. Yeah, definitely this kind of stuff Or is it even more general? Is it even acid tools because you could also think about scattering Objects in the scene and again physics tools this kind of stuff But this is really about the operate settings workflow So you first track something in and you don't have to set up a bunch of Parameters like you're gonna use bounding box snapping or origin-based snapping What is gonna be the scale of the object that you're gonna track and what is the up axis like just track things in and tweak them Afterwards when you can actually see them, right? so there's the idea behind placement tool and acid tools whatever Okay, so the the basic workflow is that you can use objects materials, right? This is sort of the very basic thing This should really work But we want to go beyond that as it should be everywhere You really want to have them everywhere in the UI so it really doesn't matter anymore Are you using local data or you can just use your assets that are just available to you? So for example, there could be in the material selector together with your other material It's whatever some explorations that we are having there We already talked about post libraries like any made us in the blender studio use Post library the post libraries all the time and this is all the new asset-based post library Kids add some features and everything but it's super also in 3.4 they're going to be note group assets and Basically in you should press shift a and they're going to be in your add menu, right? And we want to have the same like also for objects and it's because yeah assets should be everywhere There's more coming crease pencil assets. I've already touched the brush assets Not going to too much detail Yeah, and this is the stuff that we are working on mostly for the brush assets Let's see How long that will take But we want more workflows, right? We wanted to have everywhere and blender first-class citizens. So That talks about media management for the VSE workflow and that kind of stuff. I Also want to get to work on UI presets with workspace as much caps But and again, we have the whole blender app ideas or ideas or there should be more of those kind of applications that we need to explore As a pushing already touched that so first we are going to focus on the Drafting that will sort of get us quite close to it Do we still need the asset pushing probably but also? Why isn't there an add-on like honestly add-ons can do this stuff, right? Like add-ons kind of want that add-ons take what we have and take it even a step further for specific workflows Or stuff like that. This is you know, totally fine But the asset pushing it is kind of important. So, yeah Then the project talked about its variations are also important So, you know, you have different it's not just different resolutions of a texture It could also be you know Ellie before being beaten up by sprites and after being beaten up by sprites, right? Those are different variations of a character Then being able to not use just blender data, but also others other data They are copying a long external data if you have much dependencies We need to improve things extensions of blender.org will hopefully become a thing and grow and you will find many asset libraries there I Kind of want to have this thing I was saying like blender cannot solve all the pipeline problems, right? But I kind of want blender that to come with the pipeline like you know It doesn't need to be the pipeline for everybody But it can be a good pipeline for small studios and this is part of What the blender studio tries to do, right? They really work on trying to figure out how can we in the blender centric work for at least? What can our pipeline be and they are sharing this and they everything they do is open source, right? That's part of the mission of blender and the blender studio as well So maybe we can integrate quite of quite a bit of this as essence and add-ons into blender would be cool I think and yeah, if you have a different pipeline, okay, disable the add-ons So yeah, very briefly like look at this super ugly picture We have those four Contexts that we want to create this for and we have a bunch of features that sort of work into these contexts And I hope I think what we have is great seamlessly and you know allows people to Who are working in different context context to have a very optimized? workflow for that very optimized usability and You know, let's have as it's everywhere, right? That's kind of the idea not its first-class citizens. It's not an afterthought and Again, this is what we're kind of trying to do with this at least for those two weeks All right. Thank you very much