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 .
Want to jump right in? See the [quickstart guide](https://github.com/kaosat-dev/Blenvy/blob/main/docs/quickstart/README.md) for how to setup a basic project as fast as possible.
* Useful if you want to use Blender as your Editor
* define Bevy components as custom properties in Blender with an UI tool to add & edit Bevy components, automatically export gltf blueprints & more in [Blender](./tools/blenvy/README.md)
* blueprints & levels system : turn your Blender collections into [gltf Blueprints](./crates/blenvy/README.md) for reuse inside levels that are just Blender scenes
* setup & tweak components in Blender Collections & override any of them in your collection instances if you want
* setup & tweak components for objects, meshes and materials as well !
* automatically load all assets for each blueprint (gltf files, manually added assets), with no setup required
* hot reload of your levels & blueprints
* minimal setup & code, you can have something basic running fast
* [blenvy](./crates/blenvy/) This crate allows you to
* define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
* export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](./tools/blenvy/README.md) add-on
* 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
* the ability to save & load your game state in a relatively simple way, by leveraging the blueprint functionality to only save a minimal subset of dynamic data, seperating dynamic & static parts of levels etc.
* [components](./examples/blenvy/components/) use of ```components``` only, to spawn entities with components defined inside gltf files
* [blueprints](./examples/blenvy/blueprints/) use of ```blueprints``` and ```levels``` to spawn a level and then populate it with entities coming from different gltf files, live (at runtime) spawning of entities etc
* [animation](./examples/blenvy/animation/) how to use and trigger animations from gltf files
* [save_load](./examples/blenvy/save_load/) how to save & load levels
* [demo](./examples/demo/) a full demo showcasing all features , including physics, animation
Read about the [Avian Physics Integration](https://github.com/kaosat-dev/Blenvy/blob/main/docs/avian/README.md) to learn how to setup colliders in Blender that will be used by the Avian physics engine in Bevy.