# Blenvy: Blender add-on This [Blender addon](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy) gives you: - an easy to use UI to add and configure your [Bevy](https://bevyengine.org/) components inside Blender - the UI is **automatically generated** based on a **registry schema** file, an export of all your **registered** Bevy components's information, generated by the registry export part of the [Blenvy](https://crates.io/crates/blenvy) crate - the ability to **toggle components** on/off without having to remove the component from the object - an easy way to create blueprints/prefabs (just collections !) & levels - a way to setup you assets for your levels & blueprints - an automatic export of your level/world from Blender to gltf whenever you save your Blend file. - export of used /marked collections as [Gltf blueprints](../../crates/blenvy/README.md) - change detection, so that only the levels & blueprints you have changed get exported when you save your blend file - export of material librairies > IMPORTANT !! if you have previously used the "old" add-ons (*gltf_auto_export* & *bevy_components*), please see the [migration guide](../../Migration_guide.md) If you can I would generally recommend starting fresh, but a lot of effort has been put to make transitioning easier ## Installation: * grab the latest release zip file from the [release page](https://github.com/kaosat-dev/Blenvy/releases/) ![blender addon install](./docs/blender_addon_install_zip.png) * up to Blender 4.1 go to edit => preferences => add-ons, click on install and choose the path where ```blenvy.zip``` is stored ![blender addon install](./docs/blender_addon_install.png) * for Blender 4.2 , just drag & drop the zip file onto Blender to start the installation process ## Quickstart * create your Bevy project * setup the Blenvy crate * create a Blender project * set your level & library scenes (the **only** things that are not pre-configured) ![blenvy common settings](./docs/blenvy_configuration_common.png) * create your blueprints & levels * add components (remember to configure the Bevy side first ) * save your blend file at any point , the rest is done automatically (export of levels & blueprints, etc) ## Configuration: ### Bevy side - 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 ### Blender side > The add-on comes almost completely pre-configured with sensible defaults, but you can set the following settings to your liking #### Common The first tab (and the one that is open by default in a new project) contains the common settings: ![blenvy common settings](./docs/blenvy_configuration_common.png) you **need** to tell Blenvy - what your level scenes are (what Blender scenes should become levels in Bevy) - what your library scenes are (what Blender scenes will store your library of re-useable blueprints) Blenvy is opinionated ! - keep you art/sources (usually not delivered with your game) seperate from your game assets - keep your blueprints/levels/materials gltf files seperate ##### Root Folder (default: ../) - this is the same folder as your Bevy projects main folder: the path here is relative to the current .blend file ##### Assets Folder (default: ./assets) - a path, relative to the *root* folder above, where you want to store your assets (delivered with your game) ##### Blueprints Folder (default: blueprints) - a path, relative to the *assets* folder above, where you want to store your *blueprints* ##### Levels Folder (default: levels) - a path, relative to the *assets* folder above, where you want to store your *levels* ##### Materials Folder (default: materials) - a path, relative to the *assets* folder above, where you want to store your *materials* ##### Level scenes - what are the scenes in your .blend file that are levels/worlds ##### library scenes - library scenes: what are the scenes in your .blend file that contain your libraries of blueprints (that you then use in your levels) #### Recomended folder structure ![recomended folder structure](./docs/blenvy_recommended_folder_structure.png) ![recomended folder structure art](./docs/blenvy_recommended_folder_structure_art.png) ![recomended folder structure assets](./docs/blenvy_recommended_folder_structure_assets.png) ##### Components & export settings: - for components please see [here](./README-components.md#configuration) - for export please see [here](./README-export.md#configuration) ### Multiple blend file workflow If you want to use multiple blend files (recomended if your project starts to grow even a bit), use Blender's asset library etc, we got you coverred too ! There are only a few things to keep in mind #### Assets/library/blueprints files - mark your library scenes as specified above, but **do NOT** specify a **level** scene - mark any collection in your scenes as "assets" - choose "split" for the combine mode (as you want your gltf blueprints to be saved for external use) - do your Blender things as normal - anytime you save your file, it will automatically export any relevant collections/blueprints - (optional) activate the **material library** option, so you only have one set of material per asset library (recomended) #### Level/world files - mark your level scenes as specified above ( personally I recommended **NOT** specifying a **library** scene in this case to keep things tidy, but that is up to you) - configure your asset libraries as you would usually do, I recomend using the "link" mode so that any changes to asset files are reflected correctly - drag & drop any assets from the blueprints library (as you would normally do in Blender as well) - choose "split" for the combine mode (as you want your gltf blueprints to be external usually & use the gltf files generated from your assets library) - do your Blender things as normal - anytime you save your file, it will automatically export your level(s) Take a look at the [relevant](../../examples/demo/) example for more [details](../../examples/demo/art/) ## Useage ### Components - for a detailed overview on how to add, edit, remove etc components please see [here](./README-components.md) ### Export - for a detailed overview on auto exporting gltf files please see [here](./README-export.md) ### Levels - for a detailed overview of blueprints please see [here](./README-levels.md) ### Blueprints - for a detailed overview of blueprints please see [here](./README-blueprints.md) > [!TIP] > you can right click on a Blueprint instance in your level scenes or press SHIFT + F to edit a Blueprint in a seperate temprary scene ! > you can right click or press SHIFT + F to create a new empty Blueprint and an instance of it from your main scenes > right click again & select the option to stop editing it, or ## Development - I highly recomend (if you are using vscode like me) to use [this](https://marketplace.visualstudio.com/items?itemName=JacquesLucke.blender-development) excellent extension , works easilly and fast , even for the latest versions of Blender (v4.0 as of this writing) - this [article](https://polynook.com/learn/set-up-blender-addon-development-environment-in-windows) might also help out (easy enough to get it working on linux too) ## License This tool, all its code, contents & assets is Dual-licensed under either of - Apache License, Version 2.0, ([LICENSE-APACHE](../LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0) - MIT license ([LICENSE-MIT](../LICENSE_MIT.md) or https://opensource.org/licenses/MIT)