Optiploy Pro: Universal Rig Spawner

hisanimations in Rigging




Super-short Overview:



✨ OptiPloy: Universal Rig Spawner

TL;DR: You WILL save GIGABYTES in storage. Less duplication!

OptiPloy introduces a dynamic balance between appending and linking, something that has not yet existed as a one-click solution. This is limited to objects and collections.

It's just perfect as a "Universal Rig Spawner!" It never duplicates bone shapes, offers zero breakage, and automatically runs any script!


➕ Pro Features

  • Thumbnail Previews
    Be able to see a preview of the active collection or object in the OptiPloy side-panel!

  • Search Menu
    Index through your assets by searching for assets, .blend files, folders, or tags! The search menu is accessible through the Add Menu, or through the Operator Search Menu.

  • Drag 'n' Drop
    Drag your assets and orientate them onto geometry for super easy placement, exactly like the Asset Browser. Plus, two extra orientation modes!

  • Easy Message Board
    Get instant updates about when a new version becomes available!


🚀 Key Features

  • Hybrid Importing
    Choose from 15 data types to localize or to leave linked to the source file. Object and Collection types are enabled by default.

  • Fine‑Grained Control
    Save importing preferences globally, per-folder, or per-blend.

  • One‑Click Workflow
    Spawn assets directly from the side‑panel without manual linking/appending.

  • No Duplicating Boneshapes
    Boneshapes do  not duplicate/localize, not even if you choose to localize armatures.

  • Auto-Execute Scripts & Scriptable Hook
    OptiPloy will automatically execute data blocks associated with your import. This ensures, for example, that Rigify UI scripts work right off the bat.

    For your own scripts, access newly spawned objects via  bpy.context.scene['new_spawn']

  • And so much more! Really! Scroll down for the full list!


❔ Why not just append or link?

Refer to the handy table:

Method Pros Cons
Appending Instant copy, fully editable Duplicates file size with each paste
Very easy Easy to start bad habits for new users
Linking Minimal storage, just recycling Requires overrides to even slightly edit
Able to update data from source file Can be tedious to do right
OptiPloy ✔️ Best of both

📥 Quick Start

  1. Install

    • Blender 4.1-:  Edit → Preferences → Add-ons → Install → Select  optiploy.zip
    • Blender 4.2+:  Edit → Preferences → Get Extensions → Search "OptiPloy"
      or
    • Edit → Preferences → Add-ons → Top-right dropdown menu → Install from disk... → Select  optiploy.zip
  2. Prepare .blend, Mark Assets

    • Prepare any  .blend files you plan to use by marking its Objects or Collections as assets
  3. Configure Add-on

    • Edit → Preferences → Add-ons → OptiPloy.
    • Add  .blend files individually or by the folder.
      (Tip: Shift‑click when adding a folder to create a category.)
    • Files will be automatically scanned for assets to spawn.
  4. Spawn Assets

    • 3D Viewport → Side-panel → OptiPloy
    • Search through  .blend files to spawn assets!

Why did I make OptiPloy?

I have a lot of rigs. I hate appending them and I hate linking them, for their own reasons. Yes, I may learned to have overcome my struggles, but I know you've felt the same at some point in your time with Blender.

Obviously, linking with library overrides was the way to go, but having to do the same thing + extra steps to get the rig ready was just getting old. I wanted a permanent fix that was universal to everything I had. And let me tell you, finding that fix was not easy. But I'm happy to say that after four months of trial and error (with very long breaks in there), I finally found it!

By introducing a dynamic balance between appending and linking, OptiPloy spawns any rig I have effortlessly. Zero breakage, no duplicate bone shapes, it runs any script associated with the import, it's awesome. It's the perfect solution to breaking a bad habit for new and old users. I can also pre-emptively set what data-blocks I want localized before the import!


⚙️ Detailed Usage

Preferences Panel

  • Mounted .blend Files: Manage your search folders and .blend files, and see what assets are added.
  • Update Catalogs: Update your .blend files by using the  Scan operator.
  • Tags: Assign tags for .blend's, folders, objects and collections to make searching easier.

Side-Panel

  • Switch between the  Search.blendFolder, and  Tools view mode
    • You can set the import options globally in the  Tools view, or you can set them per-folder or per-blend through the   gear icons.
  • Browse through the list of assets and spawn them.
  • RED-highlighted  .blend Multi-tool : An operator with the   icon exists to reload, open, or re-scan the active .blend file.
    • Hold  CTRL to reload the .blend file as a library
    • Hold  SHIFT to open the .blend file in a new instance of Blender
    • Hold  ALTto re-scan the .blend file in OptiPloy

Localization Options

In the  Tools view mode, you may choose to localize any of the following data types:

bpy.types.Collection
bpy.types.Object
bpy.types.Mesh
bpy.types.Material
bpy.types.SurfaceCurve
bpy.types.Light
bpy.types.Curve
bpy.types.GreasePencil
bpy.types.MetaBall
bpy.types.TextCurve
bpy.types.Volume
bpy.types.Armature
bpy.types.Camera
bpy.types.NodeTree
bpy.types.Image

Setting these options affects imports as a whole, but localization options can also be set per-blend or per-folder.

Asset Browser Integration

OptiPloy has an operator built-in to optimize Collections or Objects linked through the Asset Browser.

  • Viewport / Operator Search Menu
    Search for  Optimize with OptiPloy and execute the operator
  • Outliner
    Select the IDs you wish to localize (collections/objects), right click, and select  Optimize with OptiPloy

Again, for this to work, the assets need to be  linked through the asset browser, not appended.


🖥️ For Developers

Scripting Hook

OptiPloy automatically executes any text block associated with an import. You can access the data of the imported object through bpy.context.scene['new_spawn'] to perform further adjustments or optimizations.

Using Key Modifiers

Incorporate key modifiers ( CTRLSHIFTALT) into your scripts by accessing

bpy.context.scene['key_ctrl']
bpy.context.scene['key_shift']
bpy.context.scene['key_alt']

Full Features

  • Hybrid Importing
    Choose from 15 data types to localize or to leave linked to the source file. Object and Collection types are enabled by default.
  • Fine‑Grained Control
    Save importing preferences globally, per-folder, or per-blend.
  • One‑Click Workflow
    Spawn assets directly from the side‑panel without manual linking/appending.
  • No Duplicating Boneshapes
    Boneshapes do  not duplicate, not even if you choose to localize armatures.
  • Auto-Execute Scripts & Scriptable Hook
    OptiPloy will automatically execute text data blocks associated with your import. This ensures, for example, that Rigify UI scripts work right off the bat.
  • .blend File Multi-tool
    Use CTRL, SHIFT, or ALT on the red Blender icon to reload, open, or re-scan the selected .blend file
  • Full Driver Functionality
    Despite all the localizing that takes place, drivers never lose their targets as they shift from linked to localized.
  • Hierarchal Localizing
    OptiPloy recursively builds a hierarchy of levels that IDs are referenced at, and localizes going down this hierarchy. This ensures no breakage when localizing.
  • Automatic Library Overrides
    Unlocalized IDs are given automatic library overrides to make some wiggle room for what can be edited.
    To edit custom properties, make sure  Library Overridable is enabled in its options.
  • Fun for Coders
    During the script execution stage at the end of the importing process, you can access the new import through  bpy.context.scene['new_spawn'], letting you do further adjustments after it has been deployed.
    Scripters can incorporate  CTRLSHIFT, and  ALT into their scripts by using:

    bpy.context.scene['key_ctrl']
    bpy.context.scene['key_shift']
    bpy.context.scene['key_alt']
    Attach text blocks to an import by assigning them as a custom property to any ID associated with the import.
  • Asset Library Integration
    An operator named  Optimize with OptiPloy exists to optimize assets linked through the asset browser.
    Viewport: Object → Optimize with OptiPloy
    Outliner: Right-click → Optimize with OptiPloy
  • Thumbnail Previews
    Selected assets will have their previews shown in a little window
  • Search Menu
    Dedicated menu to search through every mounted .blend file
  • Tags
    Add tags to .blend files, folders, objects, and collections for organization!
  • Import Tool
    A new .blend importer is added in the File > Import Menu!
  • Easy Message Board
    Get instant updates about when a new version becomes available! Easy Message Board is located in the "Tool" panel.


📝 Reviews

    ⭐⭐⭐⭐⭐
    "Nearly a complete replacement for Blender's Native Asset Browser."
    Coverop, Gumroad


    ⭐⭐⭐⭐⭐
    "Very useful for keeping .blend file sizes low and reducing the hassle with appending from other files."
    R_to_Reset, Blender Extensions


    ⭐⭐⭐⭐⭐
    "Terrific way of importing separate rigs across multiple Blender projects without the worries of file size and performance risks. Very essential plugin, especially for larger projects."
    letumgo, Blender Extensions


FAQ

  • How do you edit materials? My changes aren't staying when reloading!
    Make sure your materials have been localized! Overridden/linked materials won't save your changes unless you have localized what you are trying to edit. Until then, the data doesn't truly belong to the active .blend file.

    You can localize materials by clicking the chain icon next to the materials name, or by right-clicking the material in the outliner and making it local.

  • How do you edit meshes? I can't enter edit mode!
    Make sure the mesh you are trying to edit has been localized. The above applies! Localize the mesh by clicking the chain icon, or through the outliner.

    For future reference, consider enabling  "Localize meshes" in the settings.

  • Why can't I edit custom properties?
    Custom properties need their  Library Overridable option set to True in the source file. This can be done with the  Edit Property tool.

  • Localized vs. Library Overrides vs. Linking?
    Localized = The data-block fully belongs to the current file.

    Library Overrides = The data-block is partially linked, partially localized. You can make some edits on certain data-blocks. As a benefit, library overridden data-blocks exist to be separate from linked data-blocks, while not using as much storage as fully localized data-blocks. They can also be updated with new changes from the source file.

    Linked = The data-block exists in another file, and can only be edited in that file. Simply put, recycling.


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If you find that this addon has saved you time and storage, you may consider supporting my work.

Ko-Fi Link


$5

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Details
Blender Extension Compatible Yes
Sales 200+
Rating
3 ratings
Published over 1 year ago
Blender Version 3.4 - 4.4
Extension Type Add-on
Render Engine Used Cycles
License GPL