

What I want is a scene with multiple copies of the master object in it, but with each copy able to move/rotate independently.
RUNNING MULTIPLE COPIES OF BLENDER SOFTWARE FREE
You’ll be free to move them around and they will follow the original mesh as it changes. If you are just using one turret multiple times, only link it once and just make two linked duplicates by selecting and pressing alt-d twice. I either get another linked copy that won’t turn into a proxy (generates an error message when I try) or making the second seems to interfere with the first.Īlso, I’m unclear if you are linking the same turret file twice or two different turrets. I tried using ctrl-alt-o to make another linked copy, and then ctrl-alt-p to make it a second proxy, but it just doesn’t seem to work. But the problems come when I try to then bring in a second copy of the master turret into the same scene. I did some googling and found a thread where somebody said a solution would be convert the linked object in a proxy object with ctrl-alt-p and then you could move/rotate it. When you say you are making proxies, are you talking about linked duplicates (by selecting the original and using alt-D?) or some other method? Let me make sure I understand your problem.

What I need, I think, is to be able to have multiple proxies of the original object, each able to be positioned and rotate independently of one another - while still having their shape/material coming from a mater copy that I can edit. But that defeats the whole object of the exercise, which was to have one master copy of the turret I could fiddle with the design of. I read what I could find about it, but the only solution I’ve found was to make multiple copies of the original file and then make each turret link to a different one. And then it’s like the two proxies are linked together, so moving one moves the other.

I try to bring in both turret and barrel, but only the turret appears. Only then I try to repeat this process with a second turret on my ship and it gets very confusing. That seemed to work perfectly, just what I want - I could move my turret around to place it on the ship, and rotate it as needed, yet if I edited the master copy to add more detailing the proxy copy updates too. I read that a solution might be to make the turrets on the ship a linked object, and then convert them to a proxy. That looked great to begin with - but I couldn’t then move the turrets on my ships, or even put them in place, because their location and rotation was linked to the original file. Now I figured the best way to do this was to make the turrets on my ships linked objects from the original master. So then if I improve the turret to add more detail or whatever, I can just edit the master copy and the rest change automatically. What I want is to be able to have a “master copy” of my gun turret, with the ones used in each file as copies of it. But then if I want to modify the turret design it rapidly becomes a pain, because I edit one and then have to go around changing all the others, or re-appending the improved version into each file. So one ship might have two of these turrets, another four, another six.

But I want them to have common parts - say, a gun turret with a gun on it.
RUNNING MULTIPLE COPIES OF BLENDER SOFTWARE SERIES
I want to build a series of sci-fi ships in different blend files.
