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d1b5d2627d
- replaced the various crates with a single one - replaced the Blender add-ons with a single one - this is an alpha release ! - for features etc see the various docs
66 lines
2.6 KiB
Markdown
66 lines
2.6 KiB
Markdown
# Blueprints
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## What are blueprints
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- blueprints are just Blender collections , and reuseable "prefabs":
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- as long as they have been defined in one of the library scenes
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- have at least one instance
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- or have been marked as assets
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## How to create a blueprint
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Since blueprints are just Blender collections with a tiny bit of extra configuration, you can use your normal Blender workflow.
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But here is Blueprint creation in more detail:
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- create a library scene if you do not have one
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- make sure to tag the scene as a library scene in the Blenvy settings
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- create a collection
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![blueprints create](./docs/blueprints_create.png)
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- add anything you want inside your blueprint
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![blueprints create](./docs/blueprints_create2.png)
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- add any component you want to your blueprint (see [here](./README-components.md#adding-components) for more details)
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![blueprints create](./docs/blueprints_create3.png)
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## How to use blueprints
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- Once you have create a blueprint as outlined above, go to one of your [level](./README-levels.md) scenes and add a collection instance
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- or
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- if you do not want to create an instance as part of a level (for blueprint instances that need to be spawned dynamically while your game is running)
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- if your project is a pure library project (no levels, just blueprints for reuse) , right click on the collection & click on "mark as asset"
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![blueprints mark asset](./docs/blueprints_mark_asset.png)
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## Viewing all of your project's blueprints
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If you want to view all of your blueprints, navigate to the Blueprints tab
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![blueprints tab](./docs/blueprints_tab.png)
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- you will be able to see both the local blueprints (defined in the current .blend file) and the ones from external asset files (defined in other .blend files)
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- you can click on the selection tool (arrow icon) to automatically go to the scene where the blueprint is defined & automatically select it
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## Exporting blueprints
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- blueprint export is automatic if you have toggle the ["auto export"](./README.md#auto-export-default-true) setting in the configuration
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- you can also force per blueprint systematic export (regardless of change detection), by checking the "always export" checkbox in the Blueprints tab
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![blueprints always export](./docs/blueprints_always_export.png)
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* those blueprints will be exported on every save
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* this option is disabled for external blueprints
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## Adding assets to blueprints
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- you can add references to any external file to be used as assets
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- the paths to these assets will be passed on to the Bevy side
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- the Blenvy crate will load the assets and they will be available at the same time as your blueprint instance is ready
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