Blender_bevy_components_wor.../tools/gltf_auto_export/README.md

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feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
# gltf_auto_export
This [Blender addon](./)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
- automatically exports your level/world from Blender to gltf whenever you save your Blend file.
feat(tools:gltf_auto_export): big ux improvements (#28) * export_main_output_name => export_output_folder & the blueprints folder is now relative to this one * exported main scene gltf file name is now created based on the Blender scene name, not settable * blueprints folder defaults to "library" * the exporter now defaults to enabled blueprints, & enabled change detection in library * added handling of export parameter changes * ie when the gltf parameters (gltf vs glb, compression etc), are changed the next time you save , all the models are re-exported * feat(tools:gltf_auto_export): major overhaul & optimisation of library export * added change detection handling so only the actually changed collections get exported on save * works with actual changes (ie clicks/ selections don't count) * this means "progressive" export of only the changed parts, WAY faster * removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself * also scans for already existing exports on disk (for "first runs" in a Blender session) * many smaller cleanups * added logic to save/load export parameters in operator * parameters are thus now persisted even if the addon is removed & added back * based on standard gltf exporter * operator presets are now fixed as well & can be used normally * added injection of saved parameters in case there is a save attempts after installing the add_on and there where previously saved settings * feat(tools:gltf_auto_export): added support for multiple main & lib scenes * with scene picking & filtering * adding a scene to the list now only works once you selected a scene from the picker * docs(tools/gltf_auto_export): updated docs
2023-10-22 13:21:55 +00:00
- in Blueprints mode (highly recommended !) :
- supports automatic exports of used collections as [Gltf blueprints](../../crates/bevy_gltf_blueprints/README.md)
- supports any number of main/level scenes
- Blender scenes where you define your levels, and all collection instances are replaced with "pointers" to other gltf files (all automatic)
- supports any number of library scenes
- Blender scenes where you define the assets that you use in your levels, in the form of collections
- automatic export of **changed** objects & collections only ! a sort of "incremental export", where only the changed collections (if in use)
get exported when you save your blend file
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
## Installation:
* grab the latest release zip file
![blender addon install](./docs/blender_addon_install_zip.png)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
* in Blender go to edit => preferences => install
![blender addon install](./docs/blender_addon_install.png)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
* choose the path where ```gltf_auto_export.zip``` is stored
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
![blender addon install](./docs/blender_addon_install2.png)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
## Usage:
> ***IMPORTANT***
if you have used a version of this add-on prior to v0.9, there was an issue that kept generating orphan (junk) data on every save !
You can easilly clean up that data
- go to orphan data:
![purge orphan data](./docs/purge_orphan1_data1.png)
- click on purge
![purge orphan data](./docs/purge_orphan1_data2.png)
- validate
![purge orphan data](./docs/purge_orphan1_data3.png)
This issue has been resolved in v0.9.
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
### Basics
* before it can automatically save to gltf, you need to configure it
* go to file => export => gltf auto export
![blender addon use](./docs/blender_addon_use.png)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
feat(tools:gltf_auto_export): big ux improvements (#28) * export_main_output_name => export_output_folder & the blueprints folder is now relative to this one * exported main scene gltf file name is now created based on the Blender scene name, not settable * blueprints folder defaults to "library" * the exporter now defaults to enabled blueprints, & enabled change detection in library * added handling of export parameter changes * ie when the gltf parameters (gltf vs glb, compression etc), are changed the next time you save , all the models are re-exported * feat(tools:gltf_auto_export): major overhaul & optimisation of library export * added change detection handling so only the actually changed collections get exported on save * works with actual changes (ie clicks/ selections don't count) * this means "progressive" export of only the changed parts, WAY faster * removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself * also scans for already existing exports on disk (for "first runs" in a Blender session) * many smaller cleanups * added logic to save/load export parameters in operator * parameters are thus now persisted even if the addon is removed & added back * based on standard gltf exporter * operator presets are now fixed as well & can be used normally * added injection of saved parameters in case there is a save attempts after installing the add_on and there where previously saved settings * feat(tools:gltf_auto_export): added support for multiple main & lib scenes * with scene picking & filtering * adding a scene to the list now only works once you selected a scene from the picker * docs(tools/gltf_auto_export): updated docs
2023-10-22 13:21:55 +00:00
* set the autoexport parameters in the **auto export** panel:
![blender addon use3](./docs/blender_addon_use3.png)
feat(tools:gltf_auto_export): big ux improvements (#28) * export_main_output_name => export_output_folder & the blueprints folder is now relative to this one * exported main scene gltf file name is now created based on the Blender scene name, not settable * blueprints folder defaults to "library" * the exporter now defaults to enabled blueprints, & enabled change detection in library * added handling of export parameter changes * ie when the gltf parameters (gltf vs glb, compression etc), are changed the next time you save , all the models are re-exported * feat(tools:gltf_auto_export): major overhaul & optimisation of library export * added change detection handling so only the actually changed collections get exported on save * works with actual changes (ie clicks/ selections don't count) * this means "progressive" export of only the changed parts, WAY faster * removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself * also scans for already existing exports on disk (for "first runs" in a Blender session) * many smaller cleanups * added logic to save/load export parameters in operator * parameters are thus now persisted even if the addon is removed & added back * based on standard gltf exporter * operator presets are now fixed as well & can be used normally * added injection of saved parameters in case there is a save attempts after installing the add_on and there where previously saved settings * feat(tools:gltf_auto_export): added support for multiple main & lib scenes * with scene picking & filtering * adding a scene to the list now only works once you selected a scene from the picker * docs(tools/gltf_auto_export): updated docs
2023-10-22 13:21:55 +00:00
- export folder: root folder to export models too
- export scene settings: exports "global"/scene settings like ambient color, bloom, ao, etc
This automatically generates additional components at the scene level
- pick your main (level) scenes and/or library scenes (see the chapter about [Blueprints](#blueprints) and [multiple Blend filles workflow](#multiple-blend-file-workflow) below)
feat(tools:gltf_auto_export): big ux improvements (#28) * export_main_output_name => export_output_folder & the blueprints folder is now relative to this one * exported main scene gltf file name is now created based on the Blender scene name, not settable * blueprints folder defaults to "library" * the exporter now defaults to enabled blueprints, & enabled change detection in library * added handling of export parameter changes * ie when the gltf parameters (gltf vs glb, compression etc), are changed the next time you save , all the models are re-exported * feat(tools:gltf_auto_export): major overhaul & optimisation of library export * added change detection handling so only the actually changed collections get exported on save * works with actual changes (ie clicks/ selections don't count) * this means "progressive" export of only the changed parts, WAY faster * removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself * also scans for already existing exports on disk (for "first runs" in a Blender session) * many smaller cleanups * added logic to save/load export parameters in operator * parameters are thus now persisted even if the addon is removed & added back * based on standard gltf exporter * operator presets are now fixed as well & can be used normally * added injection of saved parameters in case there is a save attempts after installing the add_on and there where previously saved settings * feat(tools:gltf_auto_export): added support for multiple main & lib scenes * with scene picking & filtering * adding a scene to the list now only works once you selected a scene from the picker * docs(tools/gltf_auto_export): updated docs
2023-10-22 13:21:55 +00:00
- click in the scene picker & select your scene
![select scene](./docs/blender_addon_add_scene.png)
feat(tools:gltf_auto_export): big ux improvements (#28) * export_main_output_name => export_output_folder & the blueprints folder is now relative to this one * exported main scene gltf file name is now created based on the Blender scene name, not settable * blueprints folder defaults to "library" * the exporter now defaults to enabled blueprints, & enabled change detection in library * added handling of export parameter changes * ie when the gltf parameters (gltf vs glb, compression etc), are changed the next time you save , all the models are re-exported * feat(tools:gltf_auto_export): major overhaul & optimisation of library export * added change detection handling so only the actually changed collections get exported on save * works with actual changes (ie clicks/ selections don't count) * this means "progressive" export of only the changed parts, WAY faster * removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself * also scans for already existing exports on disk (for "first runs" in a Blender session) * many smaller cleanups * added logic to save/load export parameters in operator * parameters are thus now persisted even if the addon is removed & added back * based on standard gltf exporter * operator presets are now fixed as well & can be used normally * added injection of saved parameters in case there is a save attempts after installing the add_on and there where previously saved settings * feat(tools:gltf_auto_export): added support for multiple main & lib scenes * with scene picking & filtering * adding a scene to the list now only works once you selected a scene from the picker * docs(tools/gltf_auto_export): updated docs
2023-10-22 13:21:55 +00:00
- click on the "+" icon
![select scene2](./docs/blender_addon_add_scene2.png)
feat(tools:gltf_auto_export): big ux improvements (#28) * export_main_output_name => export_output_folder & the blueprints folder is now relative to this one * exported main scene gltf file name is now created based on the Blender scene name, not settable * blueprints folder defaults to "library" * the exporter now defaults to enabled blueprints, & enabled change detection in library * added handling of export parameter changes * ie when the gltf parameters (gltf vs glb, compression etc), are changed the next time you save , all the models are re-exported * feat(tools:gltf_auto_export): major overhaul & optimisation of library export * added change detection handling so only the actually changed collections get exported on save * works with actual changes (ie clicks/ selections don't count) * this means "progressive" export of only the changed parts, WAY faster * removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself * also scans for already existing exports on disk (for "first runs" in a Blender session) * many smaller cleanups * added logic to save/load export parameters in operator * parameters are thus now persisted even if the addon is removed & added back * based on standard gltf exporter * operator presets are now fixed as well & can be used normally * added injection of saved parameters in case there is a save attempts after installing the add_on and there where previously saved settings * feat(tools:gltf_auto_export): added support for multiple main & lib scenes * with scene picking & filtering * adding a scene to the list now only works once you selected a scene from the picker * docs(tools/gltf_auto_export): updated docs
2023-10-22 13:21:55 +00:00
- your scene is added to the list
![select scene3](./docs/blender_addon_add_scene3.png)
feat(tools:gltf_auto_export): big ux improvements (#28) * export_main_output_name => export_output_folder & the blueprints folder is now relative to this one * exported main scene gltf file name is now created based on the Blender scene name, not settable * blueprints folder defaults to "library" * the exporter now defaults to enabled blueprints, & enabled change detection in library * added handling of export parameter changes * ie when the gltf parameters (gltf vs glb, compression etc), are changed the next time you save , all the models are re-exported * feat(tools:gltf_auto_export): major overhaul & optimisation of library export * added change detection handling so only the actually changed collections get exported on save * works with actual changes (ie clicks/ selections don't count) * this means "progressive" export of only the changed parts, WAY faster * removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself * also scans for already existing exports on disk (for "first runs" in a Blender session) * many smaller cleanups * added logic to save/load export parameters in operator * parameters are thus now persisted even if the addon is removed & added back * based on standard gltf exporter * operator presets are now fixed as well & can be used normally * added injection of saved parameters in case there is a save attempts after installing the add_on and there where previously saved settings * feat(tools:gltf_auto_export): added support for multiple main & lib scenes * with scene picking & filtering * adding a scene to the list now only works once you selected a scene from the picker * docs(tools/gltf_auto_export): updated docs
2023-10-22 13:21:55 +00:00
- export blueprints: check this if you want to automatically export blueprints (default: True)
- blueprints path: the path to export blueprints to , relative to the main **export folder** (default: library)
- collection instances: select which option you want to use to deal with collection instances (aka combine mode) (both inside blueprint collections & main collections)
* split (default, highly recomended) : the addon will 'split out' any nested collections/ blueprints & export them
* embed: choose this option if you want to keep everything inside a gltf file (less efficient, not recomended)
* embedExternal: this will embed ONLY collection instances whose collections have not been found inside the current blend file
These options can also be **overridden** on a per collection instance basis: (if you want to split out most collection instances, but keep a few specific ones embeded
inside your gltf file)
![combine override](./docs/combine_override.png)
- simply add a custom property called **_combine** to the collection instance, and set it to one of the options above
please read the dedicated [section](#collection-instances--nested-blueprints) below for more information
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
feat(Save & load): new crate bevy_gltf_save_load + lots of upgrades & improvements (#95) * feat(bevy_gltf_save_load): saving & loading implemented * created new crate for save & load features, uses & filters out blueprints for efficient loading * saving & loading, even with dynamically spawned nested hierarchies works * component filter , resource filter & save path root are configurable * for saving: added removal & cleanup logic for children component with children that have been filtered out: ie no more invalid children getting stored in the save files ! * added sending of event once saving is done * feat(examples/save-load): example for the new crate * loading level static & dynamic data as blueprints * added a bit of ui when entering saving & loading states & cleanup when exiting * feat(bevy_gltf_blueprints): significant rewrite of how the crate works * simplified spawning process, no more spawning children containing blueprints etc * simplified post process : instead of copying original entity into blueprint root we now copy blueprint root data (components & children) into the original entity ! fixes #96 * much simpler code wise * solves issue with needing to register components that we only use on the bevy side (not gltf) since we are not copying the bevy data into the blueprints data * added **copyComponents** helper to copy components from one entity to another, excluding existing components on the target entity, & some bells & whistles * **Name** is now optional when spawning a blueprint: closes #97 * **Transform** is now optional when spawning a blueprint: closes #98 * removed transform from bundle (BREAKING change) * added (optional) **NoInBlueprint** component to have finer control over whether to inject the **InBlueprint** component inside spawned blueprint entities * added (optional) **Library** component, so we can override library path when we want * added (optional) **AddToGameWorld** component for convenience to automatically add entities to the game world, if there is one * chore(bevy_gltf_components): removed verbose output, cleaned it up a bit * feat(tools/auto_export): added option to split out "dynamic" objects in main scenes * ie if a collection instance (or its original collection) has a "dynamic" (aka mutable, saveable etc) flag it can get exported to a seperate gltf file (essentially acting like an "initial save") * the rest of the levels (the "static" data) is exported without the dynamic objects and can be reused with save files !
2024-01-10 13:49:29 +00:00
- Export dynamic and static objects seperatly : For MAIN scenes only (aka levels), toggle this to generate 2 files per level:
- one with all dynamic data: collection or instances marked as dynamic (aka saveable)
- one with all static data: anything else that is NOT marked as dynamic, the file name will have the suffix **_dynamic**
Ie if you add a "Dynamic" custom property/ component to either your collection instances or your blueprint, you get a clean seperation between
- your static level data (anything that will never change during the lifetime of your Bevy app)
- your dynamic objects (anything that will change during the lifetime of your Bevy app, that can be saved & reloaded in save files for example)
- export materials library: check this if you want to automatically export material libraries (default: False)
please read the dedicated [section](#materials) below for more information
> This only works together with blueprints !
- materials path: where to export materials to
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
* and your standard gltf export parameters in the **gltf** panel
![blender addon use2](./docs/blender_addon_use2.png)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
* click on "apply settings"
* now next time you save your blend file you will get an automatically exported gltf file (or more than one, depending on your settings, see below)
### Blueprints
You can enable this option to automatically replace all the **collection instances** inside your main scene with blueprints
- whenever you change your main scene (or your library scene , if that option is enabled), all your collection instances
* will be replaced with empties (this will not be visible to you)
* those empties will have additional custom properties / components : ```BlueprintName``` & ```SpawnHere```
* your main scene/ level will be exported to a much more trimmed down gltf file (see next point)
* all the original collections (that you used to create the instances) will be exported as **seperate gltf files** into the "library" folder
- this means you will have
* one small main gltf file (your level/world)
* as many gltf files as you have used collections in the main scene , in the library path you specified :
for the included [basic](../../examples/bevy_gltf_blueprints/basic/) example's [assets](../../examples/bevy_gltf_blueprints/basic/assets/), it looks something like this:
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
![library](./docs/exported_library_files.png)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
the .blend file that they are generated from can be found [here](../../examples/bevy_gltf_blueprints/basic/assets/advanced.blend)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
- the above only applies to collections that have **instances** in your main scene!
if you want a specific collection in your library to always get exported regardless of its use, you need to add
a **COLLECTION** (boolean) custom property called ```AutoExport``` set to true
> not at the object level ! the collection level !
![force-export](./docs/force_export.jpg)
It will get automatically exported like any of the "in-use" collections.
- you can also get an overview of all the exported collections in the export menu
![exported collections](./docs/exported_collections.png)
- there are some workflow specificities for multi blend file [workflows](#multiple-blend-file-workflow)
#### Collection instances & Nested blueprints
To maximise reuse of meshes/components etc, you can also nest ***collections instances*** inside collections (as normally in Blender), but also export each nested Blueprint as a seperate blueprints.
> Don't forget to choose the relevant option in the exporter settings (aka **"split"**)
> This replaces the previous "export nested blueprints" checkbox/ option
![instance combine mode](./docs/blender_addon_use4.png)
- To make things clearer:
![nested-blueprints](./docs/nested_blueprints.png)
- **Player2** & **Enemy** both use the **Humanoid_cactus** nested collection/blueprint, so **Humanoid_cactus** gets exported as a Blueprint for re-use ...but
- **Humanoid_cactus** is also made up of a main mesh & two instances of **Hand** , so **Hand** gets exported as a Blueprint for re-use ...but
- **Hand** is also made up of a main mesh & three instances of **Finger**, so **Finger** gets exported as a Blueprint for re-use
- The exported models in this case end up being:
![nested_blueprints2](./docs/nested_blueprints2.png)
- Note how **Player2.glb** is tiny, because most of its data is actually sotred in **Humanoid_cactus.glb**
- **Enemy.glb** is slightly bigger because that blueprints contains additional meshes
- All the intermediary blueprints got exported automatically, and all instances have been replaced with "empties" (see explanation in the **Process section** ) to minimize file size
- Compare this to the output **WITHOUT** the nested export option:
![nested_blueprints3](./docs/nested_blueprints3.png)
- less blueprints as the sub collections that are not in use somewhere directly are not exported
- **Player2.glb** & **Enemy.glb** are significantly larger
TLDR: smaller, more reuseable blueprints which can share sub-parts with other entities !
### Materials
You can enable this option to automatically generate a **material library** file that combines all the materials in use in your blueprints.
![material_library](./docs/blender_addon_materials2.png)
Since each blueprint is normally a completely independant gltf file, without this option, if you have a material with a large texture for example,
**ALL** of your blueprints using that material will embed that large texture, leading to **significant bloat & memory use**.
- When this option is enabled, you get a single material library per Blender project, and a **MaterialInfo** component is inserted into each object using a material.
- The correct material will then be inserted on the Bevy side (that loads any number of material libraries that you need) into the correct mesh (see the configuration
options in **bevy_gltf_blueprints** for more information on that)
- Only one material per object is supported at this stage, ie the last material slot's material is the one that is going to be used
![material_library](./docs/blender_addon_materials.png)
TLDR: Use this option to make sure that each blueprint file does not contain a copy of the same materials
### Multiple blend file workflow
If you want to use multiple blend files, use Blender's asset library etc, we got you coverred too !
There are only a few things to keep in mind
#### Assets/library/blueprints files
- mark your library scenes as specified above, but **do NOT** specify a **main** scene
- mark any collection in your scenes as "assets" (more convenient) or add the "AutoExport" custom property to the collection
- choose "split" for the combine mode (as you want your gltf blueprints to be saved for external use)
- do your Blender things as normal
- anytime you save your file, it will automatically export any relevant collections/blueprints
- (optional) activate the **material library** option, so you only have one set of material per asset library (recomended)
#### Level/world files
- mark your main scenes as specified above, but **do NOT** specify a **library** scene
- configure your asset libraries as you would usually do , I recomend using the "link" mode so that any changes to asset files are reflected correctly
- drag & drop any assets from the blueprints library (as you would normally do in Blender as well)
- choose "split" for the combine mode (as you want your gltf blueprints to be external usually & use the gltf files generated from your assets library)
- do your Blender things as normal
- anytime you save your file, it will automatically export your level(s)
Take a look at the [relevant](../../examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles/) example for more [details](../../examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles/art/)
feat(Save & load): new crate bevy_gltf_save_load + lots of upgrades & improvements (#95) * feat(bevy_gltf_save_load): saving & loading implemented * created new crate for save & load features, uses & filters out blueprints for efficient loading * saving & loading, even with dynamically spawned nested hierarchies works * component filter , resource filter & save path root are configurable * for saving: added removal & cleanup logic for children component with children that have been filtered out: ie no more invalid children getting stored in the save files ! * added sending of event once saving is done * feat(examples/save-load): example for the new crate * loading level static & dynamic data as blueprints * added a bit of ui when entering saving & loading states & cleanup when exiting * feat(bevy_gltf_blueprints): significant rewrite of how the crate works * simplified spawning process, no more spawning children containing blueprints etc * simplified post process : instead of copying original entity into blueprint root we now copy blueprint root data (components & children) into the original entity ! fixes #96 * much simpler code wise * solves issue with needing to register components that we only use on the bevy side (not gltf) since we are not copying the bevy data into the blueprints data * added **copyComponents** helper to copy components from one entity to another, excluding existing components on the target entity, & some bells & whistles * **Name** is now optional when spawning a blueprint: closes #97 * **Transform** is now optional when spawning a blueprint: closes #98 * removed transform from bundle (BREAKING change) * added (optional) **NoInBlueprint** component to have finer control over whether to inject the **InBlueprint** component inside spawned blueprint entities * added (optional) **Library** component, so we can override library path when we want * added (optional) **AddToGameWorld** component for convenience to automatically add entities to the game world, if there is one * chore(bevy_gltf_components): removed verbose output, cleaned it up a bit * feat(tools/auto_export): added option to split out "dynamic" objects in main scenes * ie if a collection instance (or its original collection) has a "dynamic" (aka mutable, saveable etc) flag it can get exported to a seperate gltf file (essentially acting like an "initial save") * the rest of the levels (the "static" data) is exported without the dynamic objects and can be reused with save files !
2024-01-10 13:49:29 +00:00
### Internal Process overview
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
This is the internal logic of the export process with blueprints (simplified)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
![process](./docs/process.svg)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
ie this is an example scene...
![](./docs/workflow_original.jpg)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
and what actually gets exported for the main scene/world/level
![](./docs/workflow_empties.jpg)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
all collections instances replaced with empties, and all those collections exported to gltf files as seen above
## Development
- since the code has now been split up into multiple modules, to make your life easier, I highly recomend (if you are using vscode like me) to use
[this](https://marketplace.visualstudio.com/items?itemName=JacquesLucke.blender-development) excellent extension , works easilly and fast , even for the latest
versions of Blender (v4.0 as of this writing)
- this [article](https://polynook.com/learn/set-up-blender-addon-development-environment-in-windows) might also help out
(easy enough to get it working on linux too)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
## License
This tool, all its code, contents & assets is Dual-licensed under either of
- Apache License, Version 2.0, ([LICENSE-APACHE](../LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
- MIT license ([LICENSE-MIT](../LICENSE_MIT.md) or https://opensource.org/licenses/MIT)