Blender_bevy_components_wor.../examples/bevy_gltf_components/basic
Mark Moissette cfbda24da7
feat(tools/bevy_blueprints): bevy plugin + blender addon for components UI to more easily create components (#70)
* 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
2024-02-05 23:01:19 +01:00
..
assets feat(gltf_auto_export): rewrite for more cleaner code & a lot of bug fixes (#109) 2024-02-05 09:49:19 +01:00
src feat(tools/bevy_blueprints): bevy plugin + blender addon for components UI to more easily create components (#70) 2024-02-05 23:01:19 +01:00
Cargo.toml feat(examples): added basic_xpbd_physics example (#45) 2023-11-13 16:16:31 +01:00
README.md refactor(examples): restructure examples (#44) 2023-11-13 14:36:42 +01:00

Basic bevy_gltf_components demo

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.

Included are the following modules / tools

  • process_gltf the most important module: this is the one extracting component information from the gltf files
  • insert_dependant_component a small utility to automatically inject components that are dependant on an other component for example an Entity with a Player component should also always have a ShouldBeWithPlayer component you get a warning if you use this though, as I consider this to be stop-gap solution (usually you should have either a bundle, or directly define all needed components)
  • camera an example post process/replace proxies plugin, for Camera that also adds CameraTracking functions (to enable a camera to follow an object, ie the player)
  • lighting an other example post process/replace proxies plugin for lighting, that toggles shadows, lighting config, etc so that things look closer to the original Blender data
  • physics an other example post process/replace proxies plugin for physics, that add Rapier Colliders, Rigidbodies etc . Most of these do not need proxies these days, as the most Rapier components are in the Registry & can be used directly

Feel free to use as you want, rip it appart, use any/all parts that you need !

This tooling and workflow has enabled me to go from a blank Bevy + Blender setup to a working barebones level in very little time (30 minutes or so ?) ! You can then add your own components & systems for your own gameplay very easilly

Information

  • the Bevy/ Rust code is here
  • the Blender file is here
  • I added bevy_editor_pls as a dependency for convenience so you can inspect your level/components