13 KiB
Usage:
IMPORTANT
if you have used a version of this add-on prior to v0.9, there was an issue that kept generating orphan (junk) data on every save ! You can easilly clean up that data
- go to orphan data:
- click on purge
- validate
This issue has been resolved in v0.9.
Basics
- before it can automatically save to gltf, you need to configure it
- go to file => export => gltf auto export
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set the autoexport parameters in the auto export panel:
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export folder: root folder to export models too
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export scene settings: exports "global"/scene settings like ambient color, bloom, ao, etc
This automatically generates additional components at the scene level
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pick your main (level) scenes and/or library scenes (see the chapter about Blueprints and multiple Blend filles workflow below)
- click in the scene picker & select your scene
- click on the "+" icon
- your scene is added to the list
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export blueprints: check this if you want to automatically export blueprints (default: True)
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blueprints path: the path to export blueprints to , relative to the main export folder (default: library)
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collection instances: select which option you want to use to deal with collection instances (aka combine mode) (both inside blueprint collections & main collections)
- split (default, highly recomended) : the addon will 'split out' any nested collections/ blueprints & export them
- embed: choose this option if you want to keep everything inside a gltf file (less efficient, not recomended)
- embedExternal: this will embed ONLY collection instances whose collections have not been found inside the current blend file
These options can also be overridden on a per collection instance basis: (if you want to split out most collection instances, but keep a few specific ones embeded inside your gltf file)
- simply add a custom property called _combine to the collection instance, and set it to one of the options above
please read the dedicated section below for more information
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Export dynamic and static objects seperatly : For MAIN scenes only (aka levels), toggle this to generate 2 files per level:
- one with all dynamic data: collection or instances marked as dynamic (aka saveable)
- one with all static data: anything else that is NOT marked as dynamic, the file name will have the suffix _dynamic
Ie if you add a "Dynamic" custom property/ component to either your collection instances or your blueprint, you get a clean seperation between
- your static level data (anything that will never change during the lifetime of your Bevy app)
- your dynamic objects (anything that will change during the lifetime of your Bevy app, that can be saved & reloaded in save files for example)
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export materials library: check this if you want to automatically export material libraries (default: False) please read the dedicated section below for more information
This only works together with blueprints !
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materials path: where to export materials to
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and your standard gltf export parameters in the gltf panel
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click on "apply settings"
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now next time you save your blend file you will get an automatically exported gltf file (or more than one, depending on your settings, see below)
Blueprints
You can enable this option to automatically replace all the collection instances inside your main scene with blueprints
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whenever you change your main scene (or your library scene , if that option is enabled), all your collection instances
- will be replaced with empties (this will not be visible to you)
- those empties will have additional custom properties / components :
BlueprintInfo
&SpawnBlueprint
- your main scene/ level will be exported to a much more trimmed down gltf file (see next point)
- all the original collections (that you used to create the instances) will be exported as seperate gltf files into the "library" folder
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this means you will have
- one small main gltf file (your level/world)
- as many gltf files as you have used collections in the main scene , in the library path you specified : for the included basic example's assets, it looks something like this:
the .blend file that they are generated from can be found here
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the above only applies to collections that have instances in your main scene! if you want a specific collection in your library to always get exported regardless of its use, you need to add a COLLECTION (boolean) custom property called
AutoExport
set to truenot at the object level ! the collection level !
It will get automatically exported like any of the "in-use" collections.
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you can also get an overview of all the exported collections in the export menu
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there are some workflow specificities for multi blend file workflows
Collection instances & Nested blueprints
To maximise reuse of meshes/components etc, you can also nest collections instances inside collections (as normally in Blender), but also export each nested Blueprint as a seperate blueprints.
Don't forget to choose the relevant option in the exporter settings (aka "split")
This replaces the previous "export nested blueprints" checkbox/ option
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To make things clearer:
- Player2 & Enemy both use the Humanoid_cactus nested collection/blueprint, so Humanoid_cactus gets exported as a Blueprint for re-use ...but
- Humanoid_cactus is also made up of a main mesh & two instances of Hand , so Hand gets exported as a Blueprint for re-use ...but
- Hand is also made up of a main mesh & three instances of Finger, so Finger gets exported as a Blueprint for re-use
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The exported models in this case end up being:
- Note how Player2.glb is tiny, because most of its data is actually sotred in Humanoid_cactus.glb
- Enemy.glb is slightly bigger because that blueprints contains additional meshes
- All the intermediary blueprints got exported automatically, and all instances have been replaced with "empties" (see explanation in the Process section ) to minimize file size
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Compare this to the output WITHOUT the nested export option:
- less blueprints as the sub collections that are not in use somewhere directly are not exported
- Player2.glb & Enemy.glb are significantly larger
TLDR: smaller, more reuseable blueprints which can share sub-parts with other entities !
Create components from custom properties
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IF you have a valid component type and the correct corresponding RON string in the custom_property value (this button will not appear if not), this add-on can automatically generate the corresponding component for you:
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Fill/check your custom property (here for Aabb)
- click on the button
-voila !
Use
Existing components & custom properties
- If you already have components defined manualy in Blender inside custom properties you will need to define them again using the UI!
- avoid mixing & matching: if you change the values of custom properties that also have a component, the custom property will be overriden every time you change the component's value
- you can of course still use non component custom properties as always, this add-on will only impact those that have corresponding Bevy components
Advanced Tools
In this section you will find various additional more advanced tooling
Invalid/unregistered type renaming / conversion
If you have components that are
- invalid : ie some error was diagnosed
- unregistered: a custom property is present on the object, but there is no matching type in the registry
Here you will get an overview, of ALL invalid and unregistered components in your Blender project, so you can find them, rename/convert them, or delete them, also in bulk
- you can click on the button to select the object in your outliner (this also works across scenes, so you will be taken to the scene where the given object is located)
Single object component renaming/ conversion
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to rename/convert a single component for a single object:
the tool will attempt to automatically convert the source component, including the field names/values, if the target component has the same ones If it fails to do the conversion, you will get an error message, and you will either have to change the custom property yourself, or you can simply change the values in the UI, which will automatically generate the custom property value
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to delete a single component for a single object:
Bulk component renaming/ conversion
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use this method if you want to convert ALL components of a given type of ALL objects
For conversion between custom properties & components & vice-versa
regenerate custom property values
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"update custom properties of current object" : will go over all components that you have defined for the currently selected object, and re-generate the
corresponding custom property values
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"update custom properties of ALL objects" : same as above but it will do so for the ALL objects in your blend file (so can be slow!), and re-generate the
corresponding custom property values
IMPORTANT !! use this if you have previously used v0.1 or v0.2 , as v0.3 had a breaking change, that makes it necessary to use this once to upgrade components data You should also re-export your gltf files , otherwise you might run into issues
regenerate component/ UI values
- since v0.2, you have the option to regenerate (for the selected object or all objects, as above) to regenerate your UI values from the custom property values
IMPORTANT !! use this if you have previously used v0.1 , as v0.2 had a breaking change, that makes it necessary to use this once to upgrade the UI data
Examples
you can find an example here