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https://github.com/kaosat-dev/Blenvy

Bevy Code & Blender addon for a simple workflow to add & edit Bevy components in Blender
https://github.com/kaosat-dev/Blenvy

bevy-engine blender gamedev

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Bevy Code & Blender addon for a simple workflow to add & edit Bevy components in Blender

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README

        

# Workflow: classic

The workflow goes as follows (once you got your Bevy code setup)

- create & register all your components you want to be able to set from the Blender side (this is basic Bevy, no specific work needed)

![component registration](./docs/component_registration.png)

## Component creation
- Create an object / collection (for reuse) in Blender
- Go to object properties => add a property, and add your component data
- unit structs, enums, and more complex strucs / components are all supported, (if the fields are basic data types at least,
have not tried more complex ones yet, but should also work)
- for structs with no params (unit structs): use a **STRING** property & an empty value
- for structs with params: use a RON representation of your fields (see below)
- for tupple strucs you can use any of the built in Blender custom property types: Strings, Booleans, floats, Vectors, etc

![unit struct components in Blender](./docs/components_blender.png)

In rust:

![unit struct components in Bevy](./docs/demo_simple_components.png)

(the Rust struct for these components for reference is [here](./examples/basic/game.rs#34) )

![complex components in Blender](./docs/components_blender_parameters.png)

In rust:

![complex components in Blender](./docs/camera_tracking_component.png)

(the Rust struct for this component for reference is [here](./examples/basic/core/camera/camera_tracking.rs#21) )

There is an other examples of using various Component types: Enums, Tupple structs, strucs with fields etc [here](./examples/basic/test_components.rs),
even colors, Vecs (arrays), Vec2, Vec3 etc are all supported

![complex components in Blender](./docs/components_blender_parameters2.png)

- for collections & their instances:
* I usually create a library scene with nested collections
* the leaf collections are the assets you use in your level
* add an empty called xxxx_components
* add the components as explained in the previous part

![blender collection asset](./docs/blender_collections.png)

* In the Level/world itself, just create an instance of the collection (standard Blender, ie Shift+A -> collection instance -> pick the collection)

## 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)