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* 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
74 lines
3.2 KiB
Markdown
74 lines
3.2 KiB
Markdown
# Workflow: classic
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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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## Component creation
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- Create an object / collection (for reuse) in Blender
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- Go to object properties => add a property, and add your component data
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- unit structs, enums, and more complex strucs / components are all supported, (if the fields are basic data types at least,
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have not tried more complex ones yet, but should also work)
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- for structs with no params (unit structs): use a **STRING** property & an empty value
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- for structs with params: use a RON representation of your fields (see below)
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- for tupple strucs you can use any of the built in Blender custom property types: Strings, Booleans, floats, Vectors, etc
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![unit struct components in Blender](./docs/components_blender.png)
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In rust:
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![unit struct components in Bevy](./docs/demo_simple_components.png)
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(the Rust struct for these components for reference is [here](./examples/basic/game.rs#34) )
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![complex components in Blender](./docs/components_blender_parameters.png)
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In rust:
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![complex components in Blender](./docs/camera_tracking_component.png)
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(the Rust struct for this component for reference is [here](./examples/basic/core/camera/camera_tracking.rs#21) )
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There is an other examples of using various Component types: Enums, Tupple structs, strucs with fields etc [here](./examples/basic/test_components.rs),
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even colors, Vecs (arrays), Vec2, Vec3 etc are all supported
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![complex components in Blender](./docs/components_blender_parameters2.png)
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- for collections & their instances:
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* I usually create a library scene with nested collections
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* the leaf collections are the assets you use in your level
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* add an empty called xxxx_components
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* add the components as explained in the previous part
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![blender collection asset](./docs/blender_collections.png)
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* In the Level/world itself, just create an instance of the collection (standard Blender, ie Shift+A -> collection instance -> pick the collection)
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## Exporting to gltf
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- export your level as a glb/gltf file :
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- using Blender's default gltf exporter
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!!**IMPORTANT** you need to check the following:
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- custom properties
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- cameras & lights if you want a complete level (as in this example)
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![gltf_export](./docs/gltf_export.png)
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- or much better, using [gltf_auto_export](./tools/gltf_auto_export/)
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## Now use your gltf files in Bevy
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- load it in Bevy (see the various examples for this)
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- you should see the components attached to your entities in Bevy
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![components in bevy](./docs/components_bevy.png)
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![components in bevy](./docs/components_bevy2.png)
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![components in bevy](./docs/components_bevy3.png)
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> note: you get a warning if there are any unregistered components in your gltf file (they get ignored)
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you will get a warning **per entity**
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![missing components warnings](./docs/component_warnings.png)
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