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

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First of all, thanks for the good blenvy tool set! I'm so into it. And with some days of using it I want to do a thing but currently we...

Quite a few systems, components, etc. are currently `pub`, which would result in a quite brittle API due to frequent breaking changes. Consider making things `pub(crate)` where possible and `#[non_exhaustive]`...

## Reproduction - Use a Windows or macOS machine to work on Blender. Create and use both a material called "white" and one called "White". Export using Blenvy. - Build...

Copying the following component... ![image](https://github.com/user-attachments/assets/cd6435ca-4610-4d54-85af-65ac9ecae841) ...and pasting it onto an `empty` yields: ![image](https://github.com/user-attachments/assets/9ee4a89d-71c8-4960-bb56-2832f5287b53) The resulting component suggests we have a `Cuboid` full of uninitialized values... ![image](https://github.com/user-attachments/assets/040248cf-0628-4091-a1a6-c2ccd4ef68e3) ...but the custom properties...

Blenvy_alpha

I got the following error when loading my level on Wasm. It only happened once, and I continuously playtested my game the last two days, so this is pretty rare....

Hello. I created a simple scene in Blender [provided here as a zip file](https://github.com/user-attachments/files/16356267/map.blend.zip). When I attempt to use the gltf_auto_export plugin for Blender, I get the following error every...

The "root" entities remain, but all their contents are not there. I was able to fix this with the following commented out line: ```rust commands.entity(original).remove::(); commands.entity(original).remove::(); // commands.entity(original).remove::(); commands.entity(original).remove::(); //...

Per @nicopap, bevy_reflect is able to reflect doc comments. We could use this to export them into the registry, read them from Blender and show them on a mouseover on...

Fixes #187. The issue has more context on the idea behind this PR.

Currently (correct me if I'm wrong), there doesn't seem to be a way to have entities in a blueprint/gltf reference each other. --- Here is my proposal for this: ##...