Blender_bevy_components_workflow
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Bevy Code & Blender addon for a simple workflow to add & edit Bevy components in Blender
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...  ...and pasting it onto an `empty` yields:  The resulting component suggests we have a `Cuboid` full of uninitialized values...  ...but the custom properties...
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: ##...