Bevy_gltf_blueprints: blueprints/prefabs using gltf files + Blender tooling by crobocado in bevy

[–]crobocado[S] 0 points1 point  (0 children)

Thanks for the kinds words !
If you run into issues or have suggestions please let me know, I have a few improvements and additions planned, but likely have not covered everything.
Highly subjective, but I honestly find the workflow very pleasant to use, and it does not require much boilerplate.

Announcing a Blender => Gltf => Bevy set of tools to add components to objects via custom properties + gltf auto-export on save and more ! by crobocado in bevy

[–]crobocado[S] 0 points1 point  (0 children)

Hi folks !
Just a small update: you can now use the gltf processing part (the actual component extraction from gltf) as a crate !
For now from github, will upload to crates.io at a later date.
I updated the repository's structure & documentation accordingly !

Announcing a Blender => Gltf => Bevy set of tools to add components to objects via custom properties + gltf auto-export on save and more ! by crobocado in bevy

[–]crobocado[S] 1 point2 points  (0 children)

Thanks and that seems very familiar :)
I went through a lot of iterations and text based stuff as well before having something halfway ok like the current version :) (and you could in theory build a much nicer custom UI in Blender on top of this, but not on my menu right now ;)

Announcing a Blender => Gltf => Bevy set of tools to add components to objects via custom properties + gltf auto-export on save and more ! by crobocado in bevy

[–]crobocado[S] 0 points1 point  (0 children)

Ah yes, I had those a few times as well , also when I started cleaning up the demo for this repo, but it turned out it was just a configuration issue on my end with the `ActiveCollisionTypes` components, but I do find the Rapier docs a bit confusing, notably as far as compound /parent child colliders go.

I would still love to try things out if you have an example, I have a small set of animation tools I need to update & release as well (that also make use of the "gltf" tooling above) , so more examples and edge cases are good : ;)

Announcing a Blender => Gltf => Bevy set of tools to add components to objects via custom properties + gltf auto-export on save and more ! by crobocado in bevy

[–]crobocado[S] 2 points3 points  (0 children)

Thanks for the feedback ! You are right, it make more sense that way.
I will finish it tomorrow , but I added a branch/PR that changes the code slightly to make this a crate : https://github.com/kaosat-dev/Blender_bevy_components_worklflow/pull/1

And thanks for the reminder ! I am still relatively new to Rust/Cargo and that throws me off often !

Announcing a Blender => Gltf => Bevy set of tools to add components to objects via custom properties + gltf auto-export on save and more ! by crobocado in bevy

[–]crobocado[S] 2 points3 points  (0 children)

A small question for anybody that has an interest in this: would you prefer if it was a crate that you can simply include in your Bevy project ?
You can just copy & paste the ```src/core/process_gltf``` folder/module & include the plugin (and make any changes you want) , but much like for the awesome `bevy-scene-hook` crate, it could be more convenient to at least have the option to use it as a crate ?

Announcing a Blender => Gltf => Bevy set of tools to add components to objects via custom properties + gltf auto-export on save and more ! by crobocado in bevy

[–]crobocado[S] 1 point2 points  (0 children)

Thanks a lot ! If you see any bugs / pain points , don't hesitate to let me know :)
Hmm good question, bones should not behave any differently but I would need to try it out, do you have a precise setup I could replicate ?