It enables minimalistic [Blender](https://www.blender.org/) (gltf) centric workflow for Bevy, ie defining entites & their components
inside Blender using Blender's objects **custom properties**.
Aka "Blender as editor for Bevy"
It also allows you to setup 'blueprints' in Blender by using collections (the recomended way to go most of the time), or directly on single use objects .
## Features
* Useful if you want to use Blender (or any editor allowing to export gltf with configurable gltf_extras) as your Editor
* define Bevy components as custom properties in Blender (some visually , some using RON, though an older JSON version is also available)
* no plugin or extra tools needed in Blender (but I provide a [little Blender plugin](./tools/gltf_auto_export/README.md) to auto-export to gltf on save (and more !) if you want !)
- [bevy_gltf_components](./crates/bevy_gltf_components/) This crate allows you to define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
- [bevy_gltf_blueprints](./crates/bevy_gltf_blueprints/) This crate adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy. With the ability to override and add components when spawning, efficient "level" loading etc
There is a [video tutorial/explanation](https://youtu.be/CgyNtwgYwdM) for this one too, or you can read the crate docs
The examples for the crate are [here](./examples/bevy_gltf_blueprints/)
> Note: this is the recomended crate to use and uses ```bevy_gltf_components``` under the hood
- for convenience I also added a [Blender addon](./tools/gltf_auto_export/README.md) that automatically exports your level/world from Blender to gltf whenever you save your Blend file
- it also supports automatical exports of collections as [Gltf blueprints](./crates/bevy_gltf_blueprints/README.md) & more !
* [basic](./examples/bevy_gltf_blueprints/basic/) more advanced example : use of ```bevy_gltf_blueprints``` to spawn a level and then populate it with entities coming from different gltf files, live (at runtime) spawning of entities etc
* [animation](./examples/bevy_gltf_blueprints/animation/) how to use and trigger animations from gltf files (a feature of ```bevy_gltf_blueprints```)
There is an other examples of using various Component types: Enums, Tupple structs, strucs with fields etc [here](./examples/basic/test_components.rs),
- some components have to be defined in ```text``` in Blender, might try using the AppTypeRegistry and some Python code on the Blender side for a nicer UI (although this loses the "fast & easy, no tooling" approach)
- I have a number of other tools/ code helpers that I have not yet included here, because they need cleanup/ might make this example too complex
## Credits
- somebody I cannot recall helped me originally with the gltf loading tracker in the Bevy Discord, so thanks ! And if it was you, please let me know so I can give credit where credit is due :)