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113 lines
5.9 KiB
Markdown
113 lines
5.9 KiB
Markdown
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
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[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blenvy/blob/main/LICENSE.md)
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[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/F1F5TO32O)
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# BLENVY: a friendly Blender <=> Bevy workflow
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![demo](./docs/blender_bevy.png)
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Crates & tools for adding components from gltf files in the [Bevy](https://bevyengine.org/) game engine.
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It enables a [Blender](https://www.blender.org/) (gltf) centric workflow for Bevy, ie defining entites & their components
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inside Blender. Aka "Blender as editor for Bevy"
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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 .
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## Quickstart
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Want to jump right in? See the [quickstart guide](./docs/quickstart/readme.md) for how to setup a basic project as fast as possible.
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## Features
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* Useful if you want to use Blender as your Editor
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* define Bevy components as custom properties in Blender with an UI tool to add & edit Bevy components, automatically export gltf blueprints & more in [Blender](./tools/blenvy/README.md)
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* blueprints & levels system : turn your Blender collections into [gltf Blueprints](./crates/blenvy/README.md) for reuse inside levels that are just Blender scenes
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* setup & tweak components in Blender Collections & override any of them in your collection instances if you want
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* setup & tweak components for objects, meshes and materials as well !
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* automatically load all assets for each blueprint (gltf files, manually added assets), with no setup required
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* hot reload of your levels & blueprints
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* minimal setup & code, you can have something basic running fast
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* minimal dependencies: Bevy, Serde & RON only!
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* opensource
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> If you were previously using the individual bevy_gltf_xxx crates & Blender add-ons please see the [migration guide](./Migration_guide.md)
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## Crates
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One crate to rule them all !
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* [blenvy](./crates/blenvy/) This crate allows you to
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* define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
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* export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](./tools/blenvy/README.md) add-on
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* define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy. With the ability to override and add components when spawning, efficient "level" loading etc
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* the ability to save & load your game state in a relatively simple way, by leveraging the blueprint functionality to only save a minimal subset of dynamic data, seperating dynamic & static parts of levels etc.
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OLD videos:
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There is a [video tutorial/explanation](https://youtu.be/-lcScjQCA3c) if you want, or you can read the crate docs.
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There is a [video tutorial/explanation](https://youtu.be/CgyNtwgYwdM) for this one too, or you can read the crate docs
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The examples for the crate are [here](./examples/blenvy/)
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## Tools
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### Blender: blenvy
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* an all in one [Blender addon](./tools/blenvy/README.md) for the Blender side of the workflow:
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* allow easilly adding & editing Bevy components , using automatically generated UIs for each component
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* automatically exports your level/world from Blender to gltf whenever you save your Blend file
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* automatically export your [Gltf blueprints](./crates/blenvy/README.md) & assets
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## Examples
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you can find all examples, [here](./examples/blenvy)
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* [components](./examples/blenvy/components/) use of ```components``` only, to spawn entities with components defined inside gltf files
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* [blueprints](./examples/blenvy/blueprints/) use of ```blueprints``` and ```levels``` to spawn a level and then populate it with entities coming from different gltf files, live (at runtime) spawning of entities etc
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* [animation](./examples/blenvy/animation/) how to use and trigger animations from gltf files
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* [save_load](./examples/blenvy/save_load/) how to save & load levels
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* [demo](./examples/demo/) a full demo showcasing all features , including physics, animation
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## Workflow
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The workflow goes as follows (once you got your Bevy code setup)
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* create & register all your components you want to be able to set from the Blender side (this is basic Bevy, no specific work needed)
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![component registration](./docs/component_registration.png)
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* setup & then use the Blenvy [Bevy crate](./crates/blenvy/README.md)
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* setup & then use the Blenvy [Blender add-on](./tools/blenvy/README.md)
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* iterate
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* have fun !
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* then add your components to objects in Blender **with a nice UI** see [here](./README-workflow-ui.md) for more details
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See the [quickstart](./docs/quickstart/readme.md) for a full step-by-step guide.
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## Third Party Integration
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Read about the [Avian Physics Integration](docs/avian/readme.md) to learn how to setup colliders in Blender that will be used by the Avian physics engine in Bevy.
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## Limitations / issues
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* Some of `avian` or `bevy_rapier` /physics code / ways to define colliders could perhaps be done better/visually within Blender
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## Contributors
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Thanks to all the contributors helping out with this project ! Big kudos to you, contributions are always appreciated ! :)
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* [GitGhillie](https://github.com/GitGhillie)
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* [Azorlogh](https://github.com/Azorlogh)
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* [BSDGuyShawn](https://github.com/BSDGuyShawn)
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* [yukkop](https://github.com/yukkop)
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* [killercup](https://github.com/killercup)
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* [janhohenheim](https://github.com/janhohenheim)
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* [BUGO07](https://github.com/BUGO07)
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## License
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This repo, all its code, contents & assets is Dual-licensed under either of
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* Apache License, Version 2.0, ([LICENSE-APACHE](./LICENSE_APACHE.md) or <https://www.apache.org/licenses/LICENSE-2.0>)
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* MIT license ([LICENSE-MIT](./LICENSE_MIT.md) or <https://opensource.org/licenses/MIT>)
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