docs(Blenvy:Blender): continued work on docs
@ -6,13 +6,13 @@ This [Blender addon](https://github.com/kaosat-dev/Blender_bevy_components_workf
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- the UI is **automatically generated** based on a **registry schema** file, an export of all your **registered** Bevy components's information, generated
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by the registry export part of the [Blenvy](https://crates.io/crates/blenvy) crate
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- the ability to **toggle components** on/off without having to remove the component from the object
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- an easy way to create blueprints/prefabs (just collections !) & levels
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- a way to setup you assets for your levels & blueprints
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- an automatic export of your level/world from Blender to gltf whenever you save your Blend file.
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- export of used /marked collections as [Gltf blueprints](../../crates/blenvy/README.md)
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- change detection, so that only the levels & blueprints you have changed get exported when you save your blend file
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- export of material librairies
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- a way to setup you assets for your levels & blueprints in Blender
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If you want to know more about the technical details , see [here]()
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@ -36,34 +36,90 @@ If you can I would generally recommend starting fresh, but a lot of effort has b
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![blender addon install](./docs/blender_addon_install2.png)
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* up to Blender 4.1
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* for Blender 4.2 , just drag & drop the zip file onto Blender to start the installation process
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## Quickstart
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* set your level & library scenes (the only things that are not pre-configured)
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![blenvy common settings](./docs/blenvy_configuration_common.png)
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* create your blueprints & levels
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* add components (remember to configure the Bevy side first )
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* save your blend file at any point , the rest is done automatically (export of levels & blueprints, etc)
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## Configuration:
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### Bevy side
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- setup the [Blenvy crate](https://crates.io/crates/blenvy) for your project (see the crate's documentation for that), and compile/run it to get the ```registry.json``` file to enable adding/editing your components in Blender
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### Blender side
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> The add-on comes almost mostly pre-configured with sensible defaults, but you can set the following settings to your liking
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> The add-on comes almost completely pre-configured with sensible defaults, but you can set the following settings to your liking
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#### Common
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The first tab (and the one that is open by default in a new project) contains the common settings:
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![blenvy common settings](./docs/blenvy_configuration_common.png)
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you **need** to tell Blenvy
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- what your level scenes are (what Blender scenes should become levels in Bevy)
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- what your library scenes are (what Blender scenes will store your library of re-useable blueprints)
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- what your level scenes are (what Blender scenes should become levels in Bevy)
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- what your library scenes are (what Blender scenes will store your library of re-useable blueprints)
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Blenvy is opinionated !
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- keep you art/sources (usually not delivered with your game) seperate from your game assets
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- keep your blueprints/levels/materials gltf files seperate
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- keep you art/sources (usually not delivered with your game) seperate from your game assets
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- keep your blueprints/levels/materials gltf files seperate
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##### Root Folder
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- this is the same folder as your Bevy projects main folder: the path here is relative to the current .blend file
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##### Assets Folder
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- a path, relative to the *root* folder above, where you want to store your assets (delivered with your game)
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##### Library Folder
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- a path, relative to the *assets* folder above, where you want to store your *blueprints*
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##### Levels Folder
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- a path, relative to the *assets* folder above, where you want to store your *levels*
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##### Materials Folder
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- a path, relative to the *assets* folder above, where you want to store your *materials*
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#####
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- level scenes: what are the scenes in your .blend file that are levels/worlds
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- library scenes: what are the scenes in your .blend file that contain your libraries of blueprints (that you then use in your levels)
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#### Recomended folder structure
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![recomended folder structure](./docs/blenvy_recommended_folder_structure.png)
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![recomended folder structure art](./docs/blenvy_recommended_folder_structure_art.png)
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![recomended folder structure assets](./docs/blenvy_recommended_folder_structure_assets.png)
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#### Components
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> the defaults are already pre-set to match those on the Bevy side for the location of the ```registry.json``` file, unless you want to store it somewhere other than ```assets/registry.json```
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The second tab contains the component settings:
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![blenvy component settings](./docs/blenvy_configuration_components.png)
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> you normally do not need to do anything, as the defaults are already pre-set to match those on the Bevy side for the location of the ```registry.json``` file, unless you want to store it somewhere other than ```assets/registry.json```
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- Go to the new Components tab in the **configuration** tab
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@ -85,7 +141,11 @@ Blenvy is opinionated !
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![registry file polling](./docs/registry_polling.png)
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#### Auto-export
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#### Export
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Last but not least, the export/ auto-export settings tab
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![blenvy export settings](./docs/blenvy_configuration_export.png)
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### Materials
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@ -130,6 +190,8 @@ There are only a few things to keep in mind
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Take a look at the [relevant](../../examples/demo/) example for more [details](../../examples/demo/art/)
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## Useage
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### Components
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@ -101,7 +101,7 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
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if config_mode == 'EXPORT':
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header, panel = layout.panel("auto_export", default_closed=False)
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header.label(text="Auto Export")
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header.label(text="Export")
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if panel:
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auto_export_ui.draw_settings_ui(panel, blenvy.auto_export)
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