TL;DR: You WILL save GIGABYTES in storage. Less duplication!
OptiPloy introduces a balance between appending and linking, something that has not yet existed as a one-click solution. This is limited to objects and collections.
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 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!
| 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 | — |
Install
Blender 4.1-: Edit → Preferences → Add-ons → Install → Select optiploy.zip
Blender 4.2+: Edit → Preferences → Get Extensions → Search "OptiPloy"
or
optiploy.zipPrepare .blend, Mark Assets
.blend files you plan to use by marking its Objects or Collections as assetsConfigure Add-on
.blend files individually or by the folder.(Tip: Shift‑click + to create a category folder.)
Spawn Assets
.blend files to spawn assets!Scan operator..blend, Folder, and Tools view modeTools view, or you can set them per-folder or per-blend through the gear icons..blend Multi-tool: An operator with the icon exists to reload, open, or re-scan the active .blend file.CTRL to reload the .blend file as a librarySHIFT to open the .blend file in a new instance of BlenderALTto re-scan the .blend file in OptiPloyIn 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.Image
bpy.types.NodeTree
Setting these options affects imports as a whole, but localization options can also be set per-blend or per-folder.
OptiPloy has an operator built-in to optimize Collections or Objects linked through the Asset Browser.
Optimize with OptiPloy and execute the operatorOptimize with OptiPloyAgain, for this to work, the assets need to be linked through the asset browser, not appended.
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.
Incorporate key modifiers (CTRL, SHIFT, ALT) into your scripts by accessing
bpy.context.scene['key_ctrl']
bpy.context.scene['key_shift']
bpy.context.scene['key_alt']
Library Overridable is enabled in its options.bpy.context.scene['new_spawn'], letting you do further adjustments after it has been deployed.CTRL, SHIFT, 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.Optimize with OptiPloy exists to optimize assets linked through the asset browser.If you find that this addon has saved you time and storage, you may consider supporting my work.
This extension requests the following permission:
Read and save .blend and folder entries
This is extremely useful. Of course I know how to link rigs and use them. But anyway - its much faster and easier to do with Optiploy. Amazing!
Yes, that's exactly the point!! ❤️❤️
Really liking this so far. Is it possible to remove the rig you just spawned with all its content?
Yes? You should be able to delete the spawned collection and its hierarchy in the outliner. If you're having issues, feel free to open an issue on Github!
Thank you for the review!
cool