Blender_bevy_components_wor.../examples/advanced
2023-10-10 22:05:41 +02:00
..
assets feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
core refactor(examples): Remove RigidBodyProxy (not necessary anymore) (#16) 2023-10-10 22:05:41 +02:00
game feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
main.rs feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
README.md feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
state.rs feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
test_components.rs feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
TODO.md feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00

Workflow with blender / demo information

This example, is actually closer to a boilerplate + tooling showcases how to use a minimalistic Blender (gltf) centric workflow for Bevy, ie defining entites & their components inside Blender using Blender's objects custom properties. Aka "Blender as editor for Bevy"

It also allows you to setup 'blueprints' in Blender by using collections (the recomended way to go most of the time), or directly on single use objects .

Running this example

cargo run --example advanced  --features bevy/dynamic_linking

Additional notes

  • You usually define either the Components directly or use Proxy components that get replaced in Bevy systems with the actual Components that you want (usually when for some reason, ie external crates with unregistered components etc) you cannot use the components directly.
  • this example contains code for future features, not finished yet ! please disregard anything related to saving & loading