Blender_bevy_components_wor.../README-workflow-classic.md
Mark Moissette cfbda24da7
feat(tools/bevy_blueprints): bevy plugin + blender addon for components UI to more easily create components (#70)
* adds a new crate: ```bevy_registry_export``` to be able to create a json import of the registered component/type definitions
* adds a new Blender addon: ```bevy_components``` that takes that json data to generate custom UIs for components , to be to add & edit components easily in Blender 
   * also adds component metadata per object for more advanced features
   * etc
* updates to bevy_gltf_components & bevy_gltf_blueprints to add legacy_mode to support the "old"/current style component definitions
* same with gltf_auto_export Blender add_on
* closes #60
2024-02-05 23:01:19 +01:00

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# Workflow: classic
The workflow goes as follows (once you got your Bevy code setup)
- create & register all your components you want to be able to set from the Blender side (this is basic Bevy, no specific work needed)
![component registration](./docs/component_registration.png)
## Component creation
- Create an object / collection (for reuse) in Blender
- Go to object properties => add a property, and add your component data
- unit structs, enums, and more complex strucs / components are all supported, (if the fields are basic data types at least,
have not tried more complex ones yet, but should also work)
- for structs with no params (unit structs): use a **STRING** property & an empty value
- for structs with params: use a RON representation of your fields (see below)
- for tupple strucs you can use any of the built in Blender custom property types: Strings, Booleans, floats, Vectors, etc
![unit struct components in Blender](./docs/components_blender.png)
In rust:
![unit struct components in Bevy](./docs/demo_simple_components.png)
(the Rust struct for these components for reference is [here](./examples/basic/game.rs#34) )
![complex components in Blender](./docs/components_blender_parameters.png)
In rust:
![complex components in Blender](./docs/camera_tracking_component.png)
(the Rust struct for this component for reference is [here](./examples/basic/core/camera/camera_tracking.rs#21) )
There is an other examples of using various Component types: Enums, Tupple structs, strucs with fields etc [here](./examples/basic/test_components.rs),
even colors, Vecs (arrays), Vec2, Vec3 etc are all supported
![complex components in Blender](./docs/components_blender_parameters2.png)
- for collections & their instances:
* I usually create a library scene with nested collections
* the leaf collections are the assets you use in your level
* add an empty called xxxx_components
* add the components as explained in the previous part
![blender collection asset](./docs/blender_collections.png)
* In the Level/world itself, just create an instance of the collection (standard Blender, ie Shift+A -> collection instance -> pick the collection)
## Exporting to gltf
- export your level as a glb/gltf file :
- using Blender's default gltf exporter
!!**IMPORTANT** you need to check the following:
- custom properties
- cameras & lights if you want a complete level (as in this example)
![gltf_export](./docs/gltf_export.png)
- or much better, using [gltf_auto_export](./tools/gltf_auto_export/)
## Now use your gltf files in Bevy
- load it in Bevy (see the various examples for this)
- you should see the components attached to your entities in Bevy
![components in bevy](./docs/components_bevy.png)
![components in bevy](./docs/components_bevy2.png)
![components in bevy](./docs/components_bevy3.png)
> note: you get a warning if there are any unregistered components in your gltf file (they get ignored)
you will get a warning **per entity**
![missing components warnings](./docs/component_warnings.png)