How to Make a Linked Asset Local in Blender

When linking assets from external .blend files, Blender keeps them read-only by default to preserve source data integrity. To modify an asset's geometry, materials, or animation directly within your current scene, you must convert the linked reference into local data or generate a library override. This guide details the straightforward methods to make linked library assets fully editable in Blender.

Method 1: Using the 3D Viewport Menu

The quickest way to localize a linked asset is directly through the 3D Viewport:

  1. Select the linked object in the 3D Viewport.
  2. Navigate to the top menu and click Object > Relations > Make Local... (or hover over the viewport and press the shortcut L).
  3. Select the desired localization level from the pop-up menu:
    • Selected Objects: Makes the object transformation and hierarchy local, but keeps the underlying mesh data linked to the source file.
    • Selected Objects and Data: Localizes both the object and its mesh/curve data, allowing direct vertex and face editing in Edit Mode.
    • Selected Objects, Data and Materials: Localizes the object, its mesh data, and its assigned material shaders for full independent control.
    • All: Converts all referenced data associated with the selection into local data.

Method 2: Localizing via the Outliner

If you need precise control over specific data-blocks or linked collections:

  1. Open the Outliner editor.
  2. Locate the linked asset (identifiable by the chain link icon next to the object or collection name).
  3. Right-click the specific linked item.
  4. Hover over ID Data in the context menu and select Make Local.

Method 3: Using Library Overrides (Non-Destructive Alternative)

If you want to edit an asset (such as posing an armature, moving parts, or overriding specific materials) while still receiving future updates from the original source file, use a Library Override instead of breaking the link completely:

  1. Select the linked asset or linked collection instance in the 3D Viewport.
  2. Go to Object > Library Override > Make.
  3. Blender will create local proxy data while maintaining the live link to the external library file.