Crates & tools for adding components from gltf files in the Bevy game engine.
It enables a Blender (gltf) centric workflow for Bevy, ie defining entites & their components inside Blender. Aka "Blender as editor for Bevy"
It also allows you to setup 'blueprints' in Blender by using collections (the recomended way to go most of the time), or directly on single use objects .
[!CAUTION] Blenvy is currently in Alpha 1 state so there are still quite a few bugs, missing functionality, missing docs, broken examples etc Please make sure you back up your Blender files before using it !
[!CAUTION] Please make sure to use matching versions numbers for the Blender add-on & the rust crate ! This is the only way to make sure everything works as intended
Want to jump right in? See the quickstart guide for how to setup a basic project as fast as possible.
If you were previously using the individual bevy_gltf_xxx crates & Blender add-ons please see the migration guide
One crate to rule them all !
blenvy This crate allows you to
OLD videos: There is a video tutorial/explanation if you want, or you can read the crate docs. There is a video tutorial/explanation for this one too, or you can read the crate docs
The examples for the crate are here
you can find all examples, here
components
use of components
only, to spawn entities with components defined inside gltf filesblueprints
use of blueprints
and levels
to spawn a level and then populate it with entities coming from different gltf files, live (at runtime) spawning of entities etcanimation
how to use and trigger animations from gltf filessave_load
how to save & load levelsdemo
a full demo showcasing all features , including physics, animationThe workflow goes as follows (once you got your Bevy code setup)
setup & then use the Blenvy Bevy crate
setup & then use the Blenvy Blender add-on
iterate
have fun !
then add your components to objects in Blender with a nice UI see here for more details
See the quickstart for a full step-by-step guide.
Read about the Avian Physics Integration to learn how to setup colliders in Blender that will be used by the Avian physics engine in Bevy.
avian
or bevy_rapier
/physics code / ways to define colliders could perhaps be done better/visually within BlenderThanks to all the contributors helping out with this project ! Big kudos to you, contributions are always appreciated ! :)
This repo, all its code, contents & assets is Dual-licensed under either of