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119 lines
6.6 KiB
Markdown
119 lines
6.6 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/bevy_gltf_components)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/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 minimalistic [Blender](https://www.blender.org/) (gltf) centric workflow for Bevy, ie defining entites & their components
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inside Blender using Blender's objects **custom properties**.
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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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## Features
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* Useful if you want to use Blender (or any editor allowing to export gltf with configurable gltf_extras) as your Editor
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* define Bevy components as custom properties in Blender (some visually , some using RON, though an older JSON version is also available)
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* now also with an UI tool to add & edit Bevy components, automatically export gltf blueprints & more in [Blender](./tools/blenvy/README.md)
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* define components in Blender Collections & override any of them in your collection instances if you want
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* ability to automatically turn your Blender collections into [gltf Blueprints](./crates/bevy_gltf_blueprints/README.md) for reuse
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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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## Crates
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- [bevy_gltf_components](./crates/bevy_gltf_components/) This crate allows you to define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
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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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The examples for the crate are [here](./examples/bevy_gltf_components/)
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- [bevy_gltf_blueprints](./crates/bevy_gltf_blueprints/) This crate adds the ability to 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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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/bevy_gltf_blueprints/)
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> Note: this is the recomended crate to use and uses ```bevy_gltf_components``` under the hood
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- [bevy_gltf_save_load](./crates/bevy_gltf_save_load/) This crate adds the ability to save & load your game state in a relatively simple way, by leveraging the blueprint functionality of
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bevy_gltf_blueprints to only save a minimal subset of dynamic data, seperating dynamic & static parts of levels etc.
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The examples for the crate are [here](./examples/bevy_gltf_save_load/)
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> Note: this uses ```bevy_gltf_blueprints``` under the hood
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- [bevy_registry_export](./crates/bevy_registry_export/) This crate adds the ability to 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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## 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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- it also supports automatical exports of collections as [Gltf blueprints](./crates/bevy_gltf_blueprints/README.md) &
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Please read the [README]((./tools/blenvy/README.md)) of the add-on for installation & use instructions
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## Examples
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you can find all examples, by crate as seperate crates for clearer dependencies in [here](./examples/)
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- [bevy_gltf_components](./examples/bevy_gltf_components/)
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* [basic](./examples/bevy_gltf_components/basic/) use of ```bevy_gltf_components``` only, to spawn entities with components defined inside gltf files
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- [bevy_gltf_blueprints](./examples/bevy_gltf_blueprints/)
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* [basic](./examples/bevy_gltf_blueprints/basic/) more advanced example : use of ```bevy_gltf_blueprints``` 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/bevy_gltf_blueprints/animation/) how to use and trigger animations from gltf files (a feature of ```bevy_gltf_blueprints```)
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* & lots more
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- [bevy_gltf_save_load](./examples/bevy_gltf_save_load/)
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- [bevy_registry_export](./examples/bevy_registry_export/)
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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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- then you have two options
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- add your components to objects in Blender **manually** as **custom properties** : see [here](./README-workflow-classic.md) for more details
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- add your components to objects in Blender **with a nice UI** see [here](./README-workflow-ui.md) for more details
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## Limitations / issues
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- Some of `bevy_rapier`/physics code / ways to define colliders could perhaps be done better/visually within Blender (currently it also goes via RON)
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## Future work
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- I have a number of other tools/ code helpers that I have not yet included here, because they need cleanup/ might make this example too complex
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## Credits
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- somebody I cannot recall helped me originally with the gltf loading tracker in the Bevy Discord, so thanks ! And if it was you, please let me know so I can give credit where credit is due :)
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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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## 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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