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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
41 lines
1.4 KiB
Markdown
41 lines
1.4 KiB
Markdown
# Workflow: UI
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The workflow goes as follows (once you got your Bevy code setup)
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## Bevy side
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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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- follow the instructions in the [bevy_registry_export](./crates/bevy_registry_export/) to generate a registry export
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## Component creation
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Setup the Blender [bevy_components](./tools/bevy_components/README.md) add-on
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to add & edit your components visually & reliably
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![bevy_components](./docs/bevy_components.png)
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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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