Blender_bevy_components_wor.../tools/gltf_auto_export
Mark Moissette 921a5ef331
fix(tools:bevy_gltf_blueprints): (#27)
* fix(tools:bevy_gltf_blueprints):
 * fixed missing rotation in blueprint collections (if there is any)
 * fixed similar issues with scale 
 * fixed issues with active collection at the time of saving/export being poluted by temporary data
* refactor(bevy_gltf_blueprints): minor cleanups
2023-10-14 20:47:35 +02:00
..
README.md feat(tools): add ability to mark unused collections for export (#17) 2023-10-10 22:08:19 +02:00
__init__.py feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
gltf_auto_export.py fix(tools:bevy_gltf_blueprints): (#27) 2023-10-14 20:47:35 +02:00
old.py feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00

README.md

gltf_auto_export

For convenience I also added this Blender addon that

  • automatically exports your level/world from Blender to gltf whenever you save your Blend file.
  • it also supports automatical exports of used collections as Gltf blueprints & more !

Installation:

  • in Blender go to edit => preferences => install

blender addon install

  • choose the path where gltf_auto_export/gltf_auto_export.py is stored

blender addon install

Usage:

Basics

  • before it can automatically save to gltf, you need to configure it
  • go to file => export => gltf auto export

blender addon use

  • set the autoexport parameters : output path, name of your main scene etc in the auto export panel

blender addon use3

  • and your standard gltf export parameters in the gltf panel

blender addon use2

  • click on "apply settings"
  • now next time you save your blend file you will get an automatically exported gltf file (or more than one, depending on your settings, see below)

Blueprints

You can enable this option to automatically replace all the collection instances inside your main scene with blueprints

  • whenever you change your main scene (or your library scene , if that option is enabled), all your collection instances

    • will be replaced with empties (this will not be visible to you)
    • those empties will have additional custom properties / components : BlueprintName & SpawnHere
    • your main scene/ level will be exported to a much more trimmed down gltf file (see next point)
    • all the original collections (that you used to create the instances) will be exported as seperate gltf files into the "library" folder
  • this means you will have

    • one small main gltf file (your level/world)
    • as many gltf files as you have used collections in the main scene , in the library path you specified : for the included advanced example's assets, it looks something like this:

    library

    the .blend file that they are generated from can be found here

  • the above only applies to collections that have instances in your main scene! if you want a specific collection in your library to always get exported regardless of its use, you need to add a COLLECTION (boolean) custom property called AutoExport set to true

    not at the object level ! the collection level !

    force-export

    It will get automatically exported like any of the "in-use" collections.

  • you can also get an overview of all the exported collections in the export menu

    exported collections

Process

This is the internal logic of the export process with blueprints

process

ie this is an example scene...

and what actually gets exported for the main scene/world/level

all collections instances replaced with empties, and all those collections exported to gltf files as seen above

TODO:

  • add ability to have multiple main & library scenes
  • detect which objects have been changed to only re-export those

License

This tool, all its code, contents & assets is Dual-licensed under either of