> For the complete documentation index, see [llms.txt](https://uniblend.gitbook.io/uniblend/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://uniblend.gitbook.io/uniblend/getting-started/tools-panel/library-manager.md).

# Library Manager

## Intro

The Library manager can be used to manage your own assets for the asset browser or prepare and asset for uploading to our server.\
The disclaimer is targeted at assets uploaded to our server and not to the mark tool itself

<div align="left"><figure><img src="/files/0pp7dnbXyZqBFo5hmOfw" alt=""><figcaption><p>Overview mark tool</p></figcaption></figure></div>

### Marking assets concept

Marking an asset adds an asset to the asset browser in the "Current File" library\
It allows a user to use the library in other files and simple drag and drop the asset in a new scene.

## Upload Settings

### Library Manager settings

To enable the tool there are a few requirements.&#x20;

* The file you are working in needs to be a blend file.  We need an actual file location to make the tool work. Simple save the file to a desired location.
* (Optional)We need a location to store the Asset previews(thumbnails) that can be generated with the mark tool

### Global author name

When an asset is marked it will have metadata. Each asset can have different metadata. But in most cases you the artist are the author of the asset. In this case you might want all your asset have the author set to your name or nickname. Setting the Global author name will cause all assets in the mark tool to automatically receive your name as the author

<div align="left"><figure><img src="/files/4FuXukLytYyNcIvOCSiz" alt=""><figcaption></figcaption></figure></div>

### Asset preview folder

When you render a preview(thumbnail) the resulting PNG will be stored in the folder set in the Upload asset previews folder. \
In Settings choose a folder on your disk. When a preview is rendered it will automatically add a placeholders folder in the folder you have chosen. It will save both an Orginal preview and a Placeholder preview. Originals get saved to the root folder. Placeholders get saved to the Placeholders folder.

<figure><img src="/files/7IMViMTdNxeZzS6dsSYF" alt=""><figcaption></figcaption></figure>

### Get BU Catalog file

The get catalog file will get the latest version of our catalog file from the server. You can use this to assign a marked asset to a catalog in the asset browser. \
Feel free to remove catalogs and make it to your liking for personal libraries.\
Users have the option to add their asset to our Free core library. \
Read more about upload at:

{% content-ref url="/spaces/4GxXTleDi20avEZNXI7G/pages/DkxEhmXlcgmoRdWIWGZm" %}
[Upload assets to Server](/uniblend/getting-started/upload-assets-to-server.md)
{% endcontent-ref %}

***

## Using the Library Manager

<figure><img src="/files/bH66YG5JT6OkSsOk9dl5" alt=""><figcaption><p>Default tab Mark Tool</p></figcaption></figure>

### Add Selected

Adds all selected assets to the Library Manager

### Clear List

Clears all assets from the Library Manager&#x20;

### Select all Assets

selects all assets that are in the Library manager

### Isolated selection

Isolates all selected assets. Pressing it again de-isolates them

### Mark all Assets&#x20;

Marks all assets currently in the mark tool ( only enabled materials)

### Unmark all assets

unmarks any asset selected in the asset browser ( will change to Clear all Marked in the tool)

***

## Function tabs

### Asset properties

In this tab you can change the type, change the name, mark and un-mark assets.\
There are currently 4 different asset types.

<div align="left"><figure><img src="/files/bH66YG5JT6OkSsOk9dl5" alt=""><figcaption></figcaption></figure></div>

* **Collection**

  *If the asset you have added is a Collection the type selection will not show up as a collection does not have materials or geometry nodes.*
* **Object**

  Object will just use the object as is.
* **Material**
  * When you select materials a list of materials attached to that object is shown. You can select what material you want to add by pressing the material icon in front of the material. In the above example M\_Hologram and M\_CrystalBase are enabled and M\_CarPaint01 is not

  * If there is an empty material slot in your object it will show a "Select Material" button. Pressing this will show a list of available materials in this blend file.

  * If there are no Materials on the object it will show "No Materials Found!"
* **Geometry-Nodes**
  * When selecting the Geometry Node type it will search for the first Geometry node modifier it can find and show the Geometry node setup attached to it.&#x20;
  * If no Modifier is found the tool will notify you
  * if a geometry modifier is found but no geometry node setup is attached it will display a message as well

<figure><img src="/files/QoGl4CdyEIy9hN1BTyMg" alt=""><figcaption></figcaption></figure>

### Render Previews

<figure><img src="/files/CsAruBBxDnwtAAQMxHt0" alt=""><figcaption></figcaption></figure>

####

1. Toggle asset Visibility
2. Select asset
3. Remove asset from Library Manager
4. Set asset name
5. Indicates if the asset has preview rendered. Needs to have both original and placeholder png
6. Render this asset. Renders it in a background instance of blender

   The \* on the render button indicates if the file is saved. Changes to an asset like changing a materials color need to be saved first for the render function to pick it up. Changes to the preview camera or asset offset do not have to be saved. On any change in the scene the \* symbol will appear as it indicates something changed in the scene.&#x20;
7. Toggle the Background and BU Logo on or off. (enables shadow-catcher if Background is disabled)
8. Enable the preview camera.&#x20;

   Reset the camera with the refresh icon.

   Toggle UI collapse on and off with the arrow symbol
9. Enable asset offsets

   Reset the assets transform back to its original

   Toggle UI collapse on and off with the arrow symbol

***

### Asset Metadata

In the metadata tab you can quickly set the description, author, and tags for assets.\
The metadata shown here is directly linked to the metadata you see when selecting an asset in the asset browser and opening its properties panel on the right side. Any adjustment to the metadata will directly reflect on the metadata in the asset browser

<figure><img src="/files/jrA4S35NUJCDOO35HBNn" alt=""><figcaption></figcaption></figure>

Asset that are not marked will show a grayed out 'Not marked' button


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter, and the optional `goal` query parameter:

```
GET https://uniblend.gitbook.io/uniblend/getting-started/tools-panel/library-manager.md?ask=<question>&goal=<endgoal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
