Long time no post, but there are a TON of upcoming changes for my #blender tools for the #bevyengine
I'll post more details in the coming days & weeks until release but here are a few random:
* merging of the the #gltf_auto_export & bevy_components add-on for a better user ( and dev) experience
* complete control of the gltf export settings (no more trimmed down version)
* total rewrite of change detection for auto export , for a much more reliable workflow
* a TON of bugfixes

1/2

So after weeks (!!!) of experimenting in #blender using the depsgraph to get reliable change detection , to pinpoint what needs to be exported for the #gltf_auto_export add-on,
I GIVE UP !

Exaggerated drama mode aside, I opted to go "the brute force but hey more reliable" way : By serialising the scenes at every save, and doing a very superficial diffing.
This way there is
* no more opaque, unclear rules to how change is detected
* no more forcing depsgraph updates for weird cases
1/2

I am very close to throwing the towel for my #gltf_auto_export #Blender add-on: turns out using depsgraph_update_post to track changes is not reliable enough (the operations done with my other add-on for example are not tracked at all for some reason ?)
And god is everything so damn convoluted !
I often need to add one second timers to actually be sure that the work done in operators is actually finished before using the results etc etc !!!
AGHHHHH #rant

- still needs a BIG cleanup pass
- I actually generate custom #Blender propertyGroups dynamically for EACH bevy component type
- each object with component gets new additional component metadata (that will be used by #gltf_auto_export to have finer grained control over exports)
- this will allow you, for example to enable/disable a component you temporarily do not want to export
- my head hurts :D

Also I'm close to broke, might add a "donation link" somewhere :(
2/3

Nothing amazing visually, of course but it works !!
* the #blender #gltf_auto_export tool allows you to automatically export two seperate #gltf files per main/level scene :
* one for the dynamic objects (ie any object or collection with a custom property called "Dynamic"
* and one with all the other "static" objects

fun fact: as the static level structure is stored separately, you can change your level layout & still reload an existing save file πŸ™‚

2/2

Just released the latest version of #bevy_gltf_blueprints (v0.5) for #bevy & #gltf_auto_export (v0.8) with nested blueprints support !

It means you can now nest collection instances (aka blueprint instances), inside blueprints , gaining
- smaller sized gltf files when reusing blueprints
- less memory use as a direct result
- more intuitive workflow in #blender with better re-use of collections/blueprints !

It's Blueprints all the way down !

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

#BevyEngine

GitHub - kaosat-dev/Blender_bevy_components_workflow: Bevy Code & Blender addon for a simple workflow to add & edit Bevy components in Blender

Bevy Code & Blender addon for a simple workflow to add & edit Bevy components in Blender - kaosat-dev/Blender_bevy_components_workflow

GitHub
Woohoo !!!
Blueprints within blueprints within blueprints ! (Blueprints all the way down )
Managed to modify both
#gltf_auto_export (the #Blender add-on) & #bevy_gltf_blueprints
to support for any (tried up to 4) level of nesting of Blueprints !
This means even smaller #gltf files, even more reuse, and even more possibilities !
A few more cleanups needed on the Blender side, will release in the next few days.

On my endless quest to have more & more #bevy stuff configurable from within #blender a new release from #gltf_auto_export adds the ability to automatically inject components to control Ambient/background color, Bloom, Shadow-map resolution etc directly from Blender.

Qol improvement, and a few less things to hardcode ;)

https://github.com/kaosat-dev/Blender_bevy_components_workflow
(see the associated example for the Bevy side)

GitHub - kaosat-dev/Blender_bevy_components_workflow: Bevy Code & Blender addon for a simple workflow to add & edit Bevy components in Blender

Bevy Code & Blender addon for a simple workflow to add & edit Bevy components in Blender - kaosat-dev/Blender_bevy_components_workflow

GitHub