Blender_bevy_components_wor.../README-workflow-ui.md
kaosat.dev 3380f4c71d chore(): updated docs, moved examples around etc
* started docs for Blender Blenvy add-on
 * started migration guide
 * got rid of a few examples
 * moved (for now, wip) all remaining examples under the Blenvy umbrella
 * updated main README
 * fixed issue with undeleted bin file when setting gltf export options for gltf/bin mode
 * updated release tools (internal_generate_release_zips)
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 * a lot of related prep work & cleanup
2024-07-16 01:18:31 +02:00

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Workflow: UI

The workflow goes as follows (once you got your Bevy code setup)

Bevy side

  • create & register all your components you want to be able to set from the Blender side (this is basic Bevy, no specific work needed)
  • follow the instructions in the blenvy to generate a registry export

Component creation

Setup the Blender Blenvy blender add-on to add & edit your components visually & reliably

bevy_components

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
    • or much better, using blenvy

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 components in bevy components in bevy

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