Blender_bevy_components_wor.../tools/blenvy/README-blueprints.md
Mark Moissette d1b5d2627d
feat(Blenvy): complete overhaul and re branding to : Blenvy (#192)
- replaced the various crates with a single one
- replaced the Blender add-ons with a single one
- this is an alpha release !
- for features etc see the various docs
2024-08-14 16:40:59 +02:00

2.6 KiB

Blueprints

What are blueprints

  • blueprints are just Blender collections , and reuseable "prefabs":
    • as long as they have been defined in one of the library scenes
    • have at least one instance
    • or have been marked as assets

How to create a blueprint

Since blueprints are just Blender collections with a tiny bit of extra configuration, you can use your normal Blender workflow.

But here is Blueprint creation in more detail:

  • create a library scene if you do not have one
  • make sure to tag the scene as a library scene in the Blenvy settings
  • create a collection

blueprints create

  • add anything you want inside your blueprint

blueprints create

  • add any component you want to your blueprint (see here for more details)

blueprints create

How to use blueprints

  • Once you have create a blueprint as outlined above, go to one of your level scenes and add a collection instance
  • or
    • if you do not want to create an instance as part of a level (for blueprint instances that need to be spawned dynamically while your game is running)
    • if your project is a pure library project (no levels, just blueprints for reuse) , right click on the collection & click on "mark as asset"

blueprints mark asset

Viewing all of your project's blueprints

If you want to view all of your blueprints, navigate to the Blueprints tab

blueprints tab

  • you will be able to see both the local blueprints (defined in the current .blend file) and the ones from external asset files (defined in other .blend files)
  • you can click on the selection tool (arrow icon) to automatically go to the scene where the blueprint is defined & automatically select it

Exporting blueprints

  • blueprint export is automatic if you have toggle the "auto export" setting in the configuration
  • you can also force per blueprint systematic export (regardless of change detection), by checking the "always export" checkbox in the Blueprints tab

blueprints always export

  • those blueprints will be exported on every save
  • this option is disabled for external blueprints

Adding assets to blueprints

  • you can add references to any external file to be used as assets
  • the paths to these assets will be passed on to the Bevy side
  • the Blenvy crate will load the assets and they will be available at the same time as your blueprint instance is ready