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2ae8351e0f
* fundamental rewrite of a lot of aspects of the exporter, for cleaner code & to solve a number of issues * set export_separate_dynamic_and_static_objects default to FALSE, as it is an edge use case * added central tracker class, to track the post save & depsgraph changes * auto_export is now more operator centric, with functional undo * now storing add-on configuration at the blend file level (bpy.data.texts) * found source of export issues ! mismatch between context.scene & context.window.scene (the last we can set, the other not) * overhauled & cleaned up materials handling to avoid context issues & reliance on bpy.ops * huge restructure of how temporary scenes are created & cleaned up * added support for exports in edit_mode * updated examples * a lot more * fixes #103 * fixes #112 * fixes #113 * fixes #114 * fixes #115 * fixes #116 |
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Basic physics example/demo
This example showcases various components & blueprints extracted from the gltf files, including physics colliders & rigid bodies
Notes Workflow with blender / demo information
This example, is actually closer to a boilerplate + tooling showcases how to use a minimalistic Blender (gltf) centric workflow for Bevy, ie defining entites & their components inside Blender using Blender's objects custom properties. Aka "Blender as editor for Bevy"
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 .
Running this example
cargo run --features bevy/dynamic_linking
Additional notes
- You usually define either the Components directly or use
Proxy components
that get replaced in Bevy systems with the actual Components that you want (usually when for some reason, ie external crates with unregistered components etc) you cannot use the components directly. - this example contains code for future features, not finished yet ! please disregard anything related to saving & loading