Blender_bevy_components_wor.../README-workflow-ui.md
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

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# Workflow: UI
The workflow goes as follows (once you got your Bevy code setup)
## Bevy side
- create & register all your components you want to be able to set from the Blender side (this is basic Bevy, no specific work needed)
- follow the instructions in the [bevy_registry_export](./crates/bevy_registry_export/) to generate a registry export
## Component creation
Setup the Blender [bevy_components](./tools/bevy_components/README.md) add-on
to add & edit your components visually & reliably
![bevy_components](./docs/bevy_components.png)
## Exporting to gltf
- export your level as a glb/gltf file :
- using Blender's default gltf exporter
!!**IMPORTANT** you need to check the following:
- custom properties
- cameras & lights if you want a complete level (as in this example)
![gltf_export](./docs/gltf_export.png)
- or much better, using [gltf_auto_export](./tools/gltf_auto_export/)
## Now use your gltf files in Bevy
- load it in Bevy (see the various examples for this)
- you should see the components attached to your entities in Bevy
![components in bevy](./docs/components_bevy.png)
![components in bevy](./docs/components_bevy2.png)
![components in bevy](./docs/components_bevy3.png)
> note: you get a warning if there are any unregistered components in your gltf file (they get ignored)
you will get a warning **per entity**
![missing components warnings](./docs/component_warnings.png)