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feat(tools:gltf_auto_export): big ux improvements (#28)
* export_main_output_name => export_output_folder & the blueprints folder is now relative to this one * exported main scene gltf file name is now created based on the Blender scene name, not settable * blueprints folder defaults to "library" * the exporter now defaults to enabled blueprints, & enabled change detection in library * added handling of export parameter changes * ie when the gltf parameters (gltf vs glb, compression etc), are changed the next time you save , all the models are re-exported * feat(tools:gltf_auto_export): major overhaul & optimisation of library export * added change detection handling so only the actually changed collections get exported on save * works with actual changes (ie clicks/ selections don't count) * this means "progressive" export of only the changed parts, WAY faster * removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself * also scans for already existing exports on disk (for "first runs" in a Blender session) * many smaller cleanups * added logic to save/load export parameters in operator * parameters are thus now persisted even if the addon is removed & added back * based on standard gltf exporter * operator presets are now fixed as well & can be used normally * added injection of saved parameters in case there is a save attempts after installing the add_on and there where previously saved settings * feat(tools:gltf_auto_export): added support for multiple main & lib scenes * with scene picking & filtering * adding a scene to the list now only works once you selected a scene from the picker * docs(tools/gltf_auto_export): updated docs
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({
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"world":File (path: "advanced/models/world.glb#Scene0"),
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"world":File (path: "advanced/models/World.glb#Scene0"),
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"models": Folder (
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path: "advanced/models/library",
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),
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For convenience I also added this [Blender addon](./gltf_auto_export.py) that
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- automatically exports your level/world from Blender to gltf whenever you save your Blend file.
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- it also supports automatical exports of used collections as [Gltf blueprints](../../crates/bevy_gltf_blueprints/README.md) & more !
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- in Blueprints mode (highly recommended !) :
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- supports automatic exports of used collections as [Gltf blueprints](../../crates/bevy_gltf_blueprints/README.md)
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- supports any number of main/level scenes
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- Blender scenes where you define your levels, and all collection instances are replaced with "pointers" to other gltf files (all automatic)
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- supports any number of library scenes
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- Blender scenes where you define the assets that you use in your levels, in the form of collections
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- automatic export of **changed** objects & collections only ! a sort of "incremental export", where only the changed collections (if in use)
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get exported when you save your blend file
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## Installation:
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@ -25,9 +32,26 @@ For convenience I also added this [Blender addon](./gltf_auto_export.py) that
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![blender addon use](../../docs/blender_addon_use.png)
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* set the autoexport parameters : output path, name of your main scene etc in the **auto export** panel
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* set the autoexport parameters in the **auto export** panel:
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![blender addon use3](../../docs/blender_addon_use3.png)
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- export folder
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- pick your main (level) scenes and library scenes (see the chapter about Blueprints below)
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- click in the scene picker & select your scene
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![select scene](../../docs/blender_addon_add_scene.png)
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- click on the "+" icon
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![select scene2](../../docs/blender_addon_add_scene2.png)
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- your scene is added to the list
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![select scene3](../../docs/blender_addon_add_scene3.png)
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![blender addon use3](../../docs/blender_addon_use3.png)
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* and your standard gltf export parameters in the **gltf** panel
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@ -84,12 +108,6 @@ and what actually gets exported for the main scene/world/level
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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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### TODO:
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- [ ] add ability to have multiple main & library scenes
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- [ ] detect which objects have been changed to only re-export those
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## License
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This tool, all its code, contents & assets is Dual-licensed under either of
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