Blender_bevy_components_wor.../tools/blenvy/README-blueprints.md
Mark Moissette d1b5d2627d
feat(Blenvy): complete overhaul and re branding to : Blenvy (#192)
- 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
2024-08-14 16:40:59 +02:00

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