Blender_bevy_components_wor.../README-workflow-ui.md

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# Workflow: UI
The workflow goes as follows (once you got your Bevy code setup)
## Bevy side
- create & register all your components you want to be able to set from the Blender side (this is basic Bevy, no specific work needed)
- follow the instructions in the [bevy_registry_export](./crates/bevy_registry_export/) to generate a registry export
## Component creation
Setup the Blender [bevy_components](./tools/bevy_components/README.md) add-on
to add & edit your components visually & reliably
![bevy_components](./docs/bevy_components.png)
## Exporting to gltf
- export your level as a glb/gltf file :
- using Blender's default gltf exporter
!!**IMPORTANT** you need to check the following:
- custom properties
- cameras & lights if you want a complete level (as in this example)
![gltf_export](./docs/gltf_export.png)
- or much better, using [gltf_auto_export](./tools/gltf_auto_export/)
## Now use your gltf files in Bevy
- load it in Bevy (see the various examples for this)
- you should see the components attached to your entities in Bevy
![components in bevy](./docs/components_bevy.png)
![components in bevy](./docs/components_bevy2.png)
![components in bevy](./docs/components_bevy3.png)
> note: you get a warning if there are any unregistered components in your gltf file (they get ignored)
you will get a warning **per entity**
![missing components warnings](./docs/component_warnings.png)