- 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)
- blueprints path: the path to export blueprints to , relative to the main **export folder** (default: library)
please read the dedicated [section](#collection-instances--nested-blueprints) below for more information
- 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
- **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
- 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:
- IF you have a valid component type and the correct corresponding RON string in the custom_property value (this button will not appear if not), this add-on can automatically
* If you already have components defined manualy in Blender inside **custom properties** you will need to define them again using the UI!
* avoid mixing & matching: if you change the values of **custom properties** that also have a component, the custom property will be **overriden** every time
you change the component's value
* you can of course still use non component custom properties as always, this add-on will only impact those that have corresponding Bevy components
## Advanced Tools
In this section you will find various additional more advanced tooling
### Invalid/unregistered type renaming / conversion
If you have components that are
* invalid : ie some error was diagnosed
* unregistered: a custom property is present on the object, but there is no matching type in the registry
Here you will get an overview, of ALL invalid and unregistered components in your Blender project, so you can find them, rename/convert them,
- "update custom properties of current object" : will go over **all components** that you have defined for the **currently selected object**, and re-generate the
- "update custom properties of ALL objects" : same as above but it will do so for the **ALL objects in your blend file** (so can be slow!), and re-generate the
> IMPORTANT !! use this if you have previously used v0.1 or v0.2 , as v0.3 had a breaking change, that makes it **necessary** to use this **once** to upgrade components data
You should also re-export your gltf files , otherwise you might run into issues
- since v0.2, you have the option to regenerate (for the selected object or all objects, as above) to regenerate your UI values from the custom property values
> IMPORTANT !! use this if you have previously used v0.1 , as v0.2 had a breaking change, that makes it **necessary** to use this **once** to upgrade the UI data