Blender_bevy_components_wor.../examples/advanced
Mark Moissette 528e13a250
feat(): Blueprints, crates, enhanced Blender tooling & more (#5)
* feat(bevy_gltf_components):
	* create crate 
	* added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected)
	in a specific systemset & allow ordering other systems relative to it

* feat(bevy_gltf_blueprints): 
	* created crate
	* made the blueprint library path configurable
	* added BluePrintBundle helper
	* added SystemSet (GltfBlueprintsSet) for better system ordering
	* integrated into advanced demo

* feat(tools-blender-auto-export): 
	* renamed blender tool to gltf_auto_export
   	* rewritten auto_export
	* added blueprint / prefab support
		* creates scene with empties with BlueprintName components in the scene
		* export of the main scene now exports this scene instead of real main scene
		* changes collection stand in names in original scene & sets them back after export
			to have correctly named collection instance exports
		* also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests
   		* toggling & blueprint library output parameters added
   		* added correct handling/ restoring of saved selection when using blueprints

* feat(examples): 
	* added advanced example
	* general example renamed to "basic", and cleaned up

* feat(various): a lot of experiments with saving & loading etc

* chore(assets): updated blend & generated assets

* fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading

* docs(): 
	* added & fleshing out docs for the various crates & main README
	* added process doc image & tweaks to README
 	* added missing licence info where relevant
 	* fixed broken links
 	* clarified some aspects
 	* added updated screenshots where relevant
 	* added tweaks & improvements etc
2023-09-28 14:10:45 +02:00
..
assets feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
core feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +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