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

3.2 KiB

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

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

      In rust:

      unit struct components in Bevy

      (the Rust struct for these components for reference is here )

      complex components in Blender

      In rust:

      complex components in Blender

      (the Rust struct for this component for reference is here )

      There is an other examples of using various Component types: Enums, Tupple structs, strucs with fields etc here, even colors, Vecs (arrays), Vec2, Vec3 etc are all supported

      complex components in Blender

  • 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

    • 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
    • or much better, using 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 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