ah, sorry. Linking and proxies are a maze to me regarding what you can and 
cannot change/modify/adjust. 
I am glad Campbell will figure it out :)

It seems to me that the display of an object should be localized to the machine 
it is being displayed on.
The intent with all the display modes is to conserve and allow the user to best 
direct CPU power to
show them what they need. Since CPU power is specific to the machine, and not 
the object, 
I think you should be able to set/override/change the display settings (even 
for a library linked obj)
in your blender session. 

--Roger




----- Original Message ----
From: malefico <malef...@licuadorastudio.com>
To: bf-blender developers <bf-committers@blender.org>
Sent: Wed, June 2, 2010 9:13:46 AM
Subject: Re: [Bf-committers] Arbitrary materials for mesh display in viewport 
(solid view)

Oh well, you're talking about the original character... I was referring 
to the linked one used in animation. I meant a way the animator should 
not have to deal with the original rig in library :)

Best regards

malefico.


Roger Wickes wrote:
> you CAN now in 2.5. Tab into edit mode, in the UV/Image Editor Image->Open or 
> even a new UV Test Grid Then in the 3D View, View Properties, Display panel, 
> enable Textured Solid located under the Shading selector.
>
>  --Roger
>
>
> ----- Original Message ----
>
> From: malefico <malef...@licuadorastudio.com>
> Cc: bf-blender developers <bf-committers@blender.org>
> Sent: Wed, June 2, 2010 8:22:12 AM
> Subject: Re: [Bf-committers] Arbitrary materials for mesh display in viewport 
> (solid view)
>
> Roger Wickes wrote:
>  
>> This single texture CAN be packed and completely different from the true 
>> material and texture layers
>> used by the shader guy with all their pretty and detailed hi-res textures 
>> and nodes and such. 
>>  
>>    
> (my caps) You meant "can" or "could" as in a possible future feature ?
>
> Maybe there could be an "animator preview mode" which overrides all 
> materials and go to a specific user defined default.
>
> Thanks for the feedback !
>
> malefico.
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