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Using BATCH to create KPACK INSERTS from scene objects

🕑 Added 2023-09-17 09:56:10 +0000 UTC
Using BATCH to create KPACK INSERTS from scene objects

Comments

Anton Grandert

Thanks a lot Chipp, much appreciated! :)

Chipp Walters

There are lots of advantages. For one you can't group assets and then access them via the asset browser. You also can't have boolean cutters in the asset browser. This means you can't have assemblies including a cutter and other objects, for instance a whole and a bolt head as an asset. You can't add materials to specific slots from the asset browser. You can't reposition objects while snapping to faces edges or vertices in the asset browser. You literally have no control over the thumbnail image in the asset browser. There is no smart mode where you can replicate or mirror about the target in the asset browser. Not to mention you can add/create inserts with a more streamlined workflow than the asset browser. I'm creating a video that will go over all this.

Anton Grandert

So maybe I would need to study this a more, but a question that pops up, what is the main difference and benefit using this workflow rather than marking the objects as assets and get them via the asset browser?

Quincey Forder

okay, I guess I know which app will be next in my Kitops Suite Completion Quest! I'm wondering, tho, has someone tried KO batching sets from Kitbash3D? It would be a good alternative to the nightmare known as Cargo for Blender users, at least.

Uwe Bröckert

Thank you Chipp missed that feature.


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