Change the color of multiple objects

I have a lot of geometric shapes from the "art shape" category that together form a single sculpture. Currently, the game seems to always treat these as individual objects, and when I use the multi-selection tool to select them all, I cannot directly change their color. I am talking about not just a handful, but 20 and more, some of which may be at difficult to reach angles, and I don't want to have to recolor each object individually, especially since my plan is to save the final object as a "blank" blueprint that should be easy to recolor when used in a park.
 
If something is made entirely out of of bits of scenery (as opposed to out of building parts), then you're stuck with the game being in scenery mode, where you can only select 1 object at a time. Group select, group re-color, etc., only work with buildings. So, what you need to do is make your thing a building.

Always start with a building part, such as a flat roof tile. Sink this into the ground out of the way then build whatever out of scenery bits. Because you started as a building, all the scenery bits are part of that building, so can be group-selected, group-moved, group-recolored, etc. And because all the parts above ground are non-gridded scenery bits, you can use Advanced Move to put them any way you want.

As an example, see my alligators. In this case, you get a "building" of 1 flat roof tile you sink underwater just to enable the features of editing buildings. The alligator is made of entirely of art shape scenery but because they're part of a building, you can group-select them, group-copy, group reposition, group recolor, etc. All this while the flat roof tile is hidden on the bottom of the pond.
 
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If something is made entirely out of of bits of scenery (as opposed to out of building parts), then you're stuck with the game being in scenery mode, where you can only select 1 object at a time. Group select, group re-color, etc., only work with buildings. So, what you need to do is make your thing a building.

Always start with a building part, such as a flat roof tile. Sink this into the ground out of the way then build whatever out of scenery bits. Because you started as a building, all the scenery bits are part of that building, so can be group-selected, group-moved, group-recolored, etc. And because all the parts above ground are non-gridded scenery bits, you can use Advanced Move to put them any way you want.

As an example, see my alligators. In this case, you get a "building" of 1 flat roof tile you sink underwater just to enable the features of editing buildings. The alligator is made of entirely of art shape scenery but because they're part of a building, you can group-select them, group-copy, group reposition, group recolor, etc. All this while the flat roof tile is hidden on the bottom of the pond.

That's very clever. :)

Does this also work retroactively? I.e. if I have a group of scenery objects saved as a blueprint, can I add them to a new "building", then save this together under the old blueprint?
 
That's very clever. :)

Yeah, I'm forever indebted to the guy I mention in that thread for teaching me this trick.

Does this also work retroactively? I.e. if I have a group of scenery objects saved as a blueprint, can I add them to a new "building", then save this together under the old blueprint?

I don't think so. but I've never tried it. See what happens. My guess, however, is that when you hit the "My Blueprints" tab, it dumps you out of editing a building so your blueprint would be treated as scenery instead of being added to the building.
 
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