@Moult said:
@DADA_universe I searched around for some asset managers, some of the wishlist:
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it has to be able to provide non-Blend files. Many Blender users can treat Blend files as an asset library itself, but I believe this hinders our ability to work together with FreeCAD. I want it to be able to support IFC (if it can't, but we can add some code to do it, then that works too)
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Has to provide screenshots, tags, and some form of search. If some of these features are missing, we can add them.
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The "source" of the assets ideally should come from a simple filebased system. I want to minimize connecting to arbitrary cloud APIs. This allows people to really own their data as it is nothing but pure files. The files can be managed separately such as using Git.
Here are some I found, haven't tested any, hoping you have the time @DADA_universe :
Could be more, but those were the first I found...
I totally agree with CC0. One notion I am toying with, is to allow authors to do CC-BY (we can have explain how to have a schedule of CC assets in the construction documentation ... that would be funny), but have it "time-out". E.g. it is CC-BY for the first 3 years, after which it becomes CC0.
Ping @stephen_l - are you aware of any nice asset import add-in things for Blender? I kinda know Archipack has one built in, but not sure if we can use that code...
I've taken some time to look through stuff on the list and some others I encountered and in summary, here are my thoughts:
Simple Asset Manager: I've used it before and even hacked the code a little. It's simple and handy enough, but other offerings here have more bells and whistles.
Blender Asset Tracer: Focused on listing assets and dependencies, couldn't find much to go by.
Assimp: The impressive list of import / export formats is a plus. Might be tricky to integrate.
Blender Asset Library: Has evoled into Pyclone, so more about that below.
Chocofur: Similar to BenderKit
Asset Flinger: Also fairly basic, not actively being developed, the repo has been dormant for 3 years.
Pyclone:
Pyclone is really interesting and is probably better experienced than read about: https://www.youtube.com/watch?v=1Kuvf5W_eF4
It's an asset management system that runs on two add-on and a custom blender distribution (necessary because Blender does not currently support drag and drop, or so I read) with hopes of becoming part of the main Blender distribution, or at the very least, influencing how asset management is eventually implemented in Blender. Andrew Peel the developer has quite some experience with Asset Management systems and is pretty active on the subject at the moment. He is also interested in Archiviz with Blender and referenced Archipack a couple of times in the videos I watched, which is cool. I've tried Pyclone and I think it's got good legs. It's currently got 5 libraries built in, for architectural elements / components, objects, materials, collections and HDRIs, with more under development, and has a decent workflow and features. Not being currently available for the main blender distribution is a minus, but the potential of being eventually integrated with Blender, maybe with the release of Blender 2.9, is a strong plus. This does not fix the issue of roundtripping assets between OSArch tools because this only gives a decent solution in Blender, but Andrew Peel also worked on the Blender integration for Connecter, which seems to succeed quite well at this (also mentioned below) so it might be useful to invite him to this community and broach this topic with him.
BlenderKit:
I use BlenderKit and it is quite convenient, with a growing asset database. There's a free tier which gives access to a limited number of assets, and a subscription plan that provides full access. Also nice that anybody can contribute assets as a creator with creators keeping 70% of proceeds, 15% going to BlenderKit and 15% to Blender Foundation. One possibility is for OSArch to partner with BlendeKit by curating and uploading the sort of assets we are interested in under the free tier. Benefit to them being that we'll pull a user base of people using Blender for AEC in their direction. Benefit to us: we get to focus on the content and not on the backend. Maybe same approach can be had with Chocofur etc. This does not however satisfy the need for round tripping and supporting multiple software, FreeCAD won't benefit from this, for example.
Asset Ninja:
Asset Ninja has a smart approach. It connects with multiple content databases, is focused on CC0 assets and also supports multiple 3d tools, thus overcoming one of the challenges with BlenderKit as described above. This is cool because we can support Blender (already supported), FreeCAD (integration needs to be done), etc on the asset management side of things, while decoupling the database side of things, so we can create our own site for storing and sharing cad blocks, but the tool will still be useful for getting textures from Texture Haven, etc as well. That flexibility would be a great plus. The developer talked about code contributions from the community but I couldn't see a lot of that, and Asset Ninja does not seem to be open source despite clearly favouring CC0 assets, not sure how open to collaboration / sharing their code base they will be on account of this.