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119 lines
5.9 KiB
Markdown
119 lines
5.9 KiB
Markdown
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# Export
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## Configuration
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Settings are available in the export/ auto-export settings tab
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![blenvy export settings](./docs/blenvy_configuration_export.png)
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### Auto export (default: True)
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- toggle this to turn the whole auto-export system on or off :
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when enabled, **every time you save your blend file** Blenvy will automatically export a set of gltf files , for levels, blueprints, materials etc depending on your settings, see below.
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### Gltf settings
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- click on this button to open Blender's standard gltf exporter settings **specific to Blenvy** : ie you have access to all of the normal gltf settings, but there is additional boilerplate
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to gather these settings for Blenvy only, so it does not impact your normal export settings
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- you *must* keep the "remember export settings" checkbox checked in order for the settings to be useable by Blenvy
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> Important ! Do not use Blender's default gltf exporter (under file => export => gltf), as it does not impact Blenvy's settings
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### Export scene settings (default: True)
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- toggle this to export additional settings like ambient color, bloom, ao, etc from Blender to Bevy: this automatically generates additional components at the scene level that get processed by the Blenvy crate
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### Use change detection (default: True)
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- toggle this to enable change detection: ie, to make sure that only the blueprints , levels or materials that have actually **changed since your last save** get exported to gltf files, a sort of "incremental export".
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> Under the hood, Blenvy serializes your whole Blender project to a simplified representation, to be able to tell the differents between successive changes
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### Detailed materials scan (default: True)
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- this options enables more detailed materials scanning & thus detecting smaller changes, even **changes in material nodes** . This comes at a potential additional processing cost, so if you notice performance issues in projects with complex materials
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you can turn this off
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### Detailed modifiers scan (default: True)
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- similar to the one above but for modifiers, this options enables more finer grained change detection in modifiers, even **changes in geometry nodes** . This comes at a potential additional processing cost, so if you notice performance issues in projects with complex modifiers
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you can turn this off
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### Export blueprints (default: True)
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- check this if you want to automatically export blueprints
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### Collection instances (default: split)
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select which option you want to use to deal with collection instances (aka combine mode) (both inside blueprint collections & main collections)
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* split (default, highly recomended) : the addon will 'split out' any nested collections/ blueprints & export them
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* embed: choose this option if you want to keep everything inside a gltf file (less efficient, not recomended)
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* embedExternal: this will embed ONLY collection instances whose collections have not been found inside the current blend file
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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
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inside your gltf file)
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![combine override](./docs/combine_override.png)
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- simply add a custom property called **_combine** to the collection instance, and set it to one of the options above
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### Export dynamic and static objects seperatly (default: False)
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For levels scenes only, toggle this to generate 2 files per level:
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- one with all dynamic data: collections or instances marked as dynamic (aka saveable)
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- one with all static data: anything else that is NOT marked as dynamic, the file name will have the suffix **_dynamic**
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Ie if you add a **Dynamic** custom/ component to either your collection instances or your blueprint, you get a clean seperation between
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- your static level data (anything that will never change during the lifetime of your Bevy app)
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- your dynamic objects (anything that will change during the lifetime of your Bevy app, that can be saved & reloaded in save files for example)
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### export materials library (default: True)
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check this if you want to automatically export material libraries
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please read the dedicated [section](./README-export.md#materials) below for more information
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### Additional export settings
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- you can also force per level or per blueprint systematic export (regardless of change detection), see the relevant sections in the levels & blueprint documentation
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## Materials
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You can enable this option to automatically generate a **material library** files that combines all the materials in use in your blueprints.
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![material_library](./docs/blender_addon_materials2.png)
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Since each blueprint is normally a completely independant gltf file, without this option, if you have a material with a large texture for example,
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**ALL** of your blueprints using that material will embed that large texture, leading to **significant bloat & memory use**.
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- 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.
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- 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
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- 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
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![material_library](./docs/blender_addon_materials.png)
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TLDR: Use this option to make sure that each blueprint file does not contain a copy of the same materials
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## Technical details
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### Internal process (simplified)
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This is the internal logic of the export process with blueprints (simplified)
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![process](./docs/process.svg)
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ie this is an example scene...
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![](./docs/workflow_original.jpg)
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and what actually gets exported for the level scene/world/level
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![](./docs/workflow_empties.jpg)
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all collections instances replaced with empties, and all those collections exported to gltf files as seen above
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