This [Blender addon](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy) gives you:
- an easy to use UI to add and configure your [Bevy](https://bevyengine.org/) components inside Blender
- the UI is **automatically generated** based on a **registry schema** file, an export of all your **registered** Bevy components's information, generated
by the registry export part of the [Blenvy](https://crates.io/crates/blenvy) crate
- the ability to **toggle components** on/off without having to remove the component from the object
- an automatic export of your level/world from Blender to gltf whenever you save your Blend file.
- export of used /marked collections as [Gltf blueprints](../../crates/blenvy/README.md)
- change detection, so that only the levels & blueprints you have changed get exported when you save your blend file
- export of material librairies
If you want to know more about the technical details , see [here]()
> IMPORTANT !! if you have previously used the "old" add-ons (*gltf_auto_export* & *bevy_components*), please see the [migration guide](../../Migration_guide.md)
If you can I would generally recommend starting fresh, but a lot of effort has been put to make transitioning easier
- setup the [Blenvy crate](https://crates.io/crates/blenvy) for your project (see the crate's documentation for that), and compile/run it to get the ```registry.json``` file to enable adding/editing your components in Blender
> you normally do not need to do anything, as the defaults are already pre-set to match those on the Bevy side for the location of the ```registry.json``` file, unless you want to store it somewhere other than ```assets/registry.json```
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
- mark your level scenes as specified above ( personally I recommended **NOT** specifying a **library** scene in this case to keep things tidy, but that is up to you)
- 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/demo/) example for more [details](../../examples/demo/art/)
- to add a component, select an object, collection, mesh or material and then select the component from the components list: (the full type information will be displayed as tooltip)
![components list](./docs/components_list.png)
- click on the dropdown to get the full list of available components
![components list](./docs/components_list2.png)
- you can also filter components by name for convenience
> see [here](#invalidunregistered-type-renaming--conversion) for ways to convert invalid / unregistered components to other types.
- if you are encountering this type of view: don't panic your component data is not gone ! It just means you need to reload the registry data by clicking on the relevant button
all collections instances replaced with empties, and all those collections exported to gltf files as seen above
## Known issues & limitations:
* **Range** data (ie ```Range<f32>``` etc) are not handled at this time (issue seems to be on the Bevy side)
* **Entity** structs are always set to 0 (setting entity values on the Blender side at this time does not make much sense anyway)
## Development
- 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)
## 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)