- 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
8.3 KiB
Usage:
Important
if you have used a version of this add-on prior to v0.9, there was an issue that kept generating orphan (junk) data on every save ! You can easilly clean up that data
- go to orphan data:
- click on purge
- validate
This issue has been resolved in v0.9.
Basics
- before it can automatically save to gltf, you need to configure it
- go to file => export => gltf auto export
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set the autoexport parameters in the auto export panel:
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export folder: root folder to export models too
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pick your main (level) scenes and/or library scenes (see the chapter about Blueprints and multiple Blend filles workflow below)
- click in the scene picker & select your scene
- click on the "+" icon
- your scene is added to the list
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blueprints path: the path to export blueprints to , relative to the main export folder (default: library)
please read the dedicated section below for more information
-
- there are some workflow specificities for multi blend file workflows
Collection instances & Nested blueprints
To maximise reuse of meshes/components etc, you can also nest collections instances inside collections (as normally in Blender), but also export each nested Blueprint as a seperate blueprints.
Don't forget to choose the relevant option in the exporter settings (aka "split")
This replaces the previous "export nested blueprints" checkbox/ option
-
To make things clearer:
- Player2 & Enemy both use the Humanoid_cactus nested collection/blueprint, so Humanoid_cactus gets exported as a Blueprint for re-use ...but
- Humanoid_cactus is also made up of a main mesh & two instances of Hand , so Hand gets exported as a Blueprint for re-use ...but
- Hand is also made up of a main mesh & three instances of Finger, so Finger gets exported as a Blueprint for re-use
-
The exported models in this case end up being:
- Note how Player2.glb is tiny, because most of its data is actually sotred in Humanoid_cactus.glb
- Enemy.glb is slightly bigger because that blueprints contains additional meshes
- All the intermediary blueprints got exported automatically, and all instances have been replaced with "empties" (see explanation in the Process section ) to minimize file size
-
Compare this to the output WITHOUT the nested export option:
- less blueprints as the sub collections that are not in use somewhere directly are not exported
- Player2.glb & Enemy.glb are significantly larger
TLDR: smaller, more reuseable blueprints which can share sub-parts with other entities !
Create components from custom properties
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IF you have a valid component type and the correct corresponding RON string in the custom_property value (this button will not appear if not), this add-on can automatically generate the corresponding component for you:
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Fill/check your custom property (here for Aabb)
- click on the button
-voila !
Use
Existing components & custom properties
- If you already have components defined manualy in Blender inside custom properties you will need to define them again using the UI!
- avoid mixing & matching: if you change the values of custom properties that also have a component, the custom property will be overriden every time you change the component's value
- you can of course still use non component custom properties as always, this add-on will only impact those that have corresponding Bevy components
Advanced Tools
In this section you will find various additional more advanced tooling
Invalid/unregistered type renaming / conversion
If you have components that are
- invalid : ie some error was diagnosed
- unregistered: a custom property is present on the object, but there is no matching type in the registry
Here you will get an overview, of ALL invalid and unregistered components in your Blender project, so you can find them, rename/convert them, or delete them, also in bulk
- you can click on the button to select the object in your outliner (this also works across scenes, so you will be taken to the scene where the given object is located)
Single object component renaming/ conversion
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to rename/convert a single component for a single object:
the tool will attempt to automatically convert the source component, including the field names/values, if the target component has the same ones If it fails to do the conversion, you will get an error message, and you will either have to change the custom property yourself, or you can simply change the values in the UI, which will automatically generate the custom property value
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to delete a single component for a single object:
Bulk component renaming/ conversion
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use this method if you want to convert ALL components of a given type of ALL objects
For conversion between custom properties & components & vice-versa
regenerate custom property values
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"update custom properties of current object" : will go over all components that you have defined for the currently selected object, and re-generate the
corresponding custom property values
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"update custom properties of ALL objects" : same as above but it will do so for the ALL objects in your blend file (so can be slow!), and re-generate the
corresponding custom property values
IMPORTANT !! use this if you have previously used v0.1 or v0.2 , as v0.3 had a breaking change, that makes it necessary to use this once to upgrade components data You should also re-export your gltf files , otherwise you might run into issues
regenerate component/ UI values
- since v0.2, you have the option to regenerate (for the selected object or all objects, as above) to regenerate your UI values from the custom property values
IMPORTANT !! use this if you have previously used v0.1 , as v0.2 had a breaking change, that makes it necessary to use this once to upgrade the UI data
Examples
you can find an example here