@crobocado

129 Followers
75 Following
245 Posts
Gardener of plants and code.
Dad of three.
Making games.
He/him or they/them
Fuck facsists and capitalism ! for LGBTQA & women rights !
BLM, Free Palestine !
Githubhttps://github.com/kaosat-dev
Been very sick for weeks now, so progress is sluggish, but getting there.
More clarity & structure & improved Ui for levels & blueprints in the #blenvy #blender add-on for #bevy
- you can visualise & edit your per level assets
- you can also see the list of used blueprints per level
- added option to force systematic export of specific blueprints / levels
- in depth change detection is vastly improved & can even detect small changes to materials & modifiers (including geometry node trees !)

Trying out generating external files based on the whole asset hierarchy of a level (this actually spans assets from multiple blend files !) in the .ron format used by #bevy_asset_loader (a fantastic crate for #bevy
Also based on the data in #Blender it is trivial to generate asset files either for a full level or for specific blueprints.

I am still unsure if it makes sense to use external files or if it is better to embed the asset information inside the gltf files' gltf_extras fields

More work done tonight on #blenvy (potential name, not quite sure), the #blender tools for #Bevy
- improved UI & workflow for Assets: the per level/world assets are displayed in the assets tab
- since blueprints are a logical "unit" (ie reusable hierarchy of components, meshes AND their associated assets), the assets for blueprints & any other future data related to blueprints are under the "blueprints" tab

If you have feedback, remarks, criticism, don't hesitate !

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

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Uh-oh, while most of the changes in #bevy 0.13 to lighting/exposure are awesome, I think there is an issue with emissive materials:
left: bevy, right #blender
Still need to dig a bit deeper before submitting a bug report, but it seems consistently broken across my various tests.
PSA & infos about upcoming release & changes :
#bevy_components (Tool to add & edit #bevy components in #blender )
* there will be an added option to poll your registry file for updates, no need to manually reload it anymore
* current version has a bug that breaks the tooling when using long component names
* sadly, the fix means a severe breaking change as it is impossible to get back the values you had directly...but I am working on tools to get your ui values back from custom_properties
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So after a lot of blood , sweat & tears (or coffee, debugging, and swearing ?) The first release of the tooling to add & edit #Bevy components in #Blender is OUT !!
You can now make an export of your registry, and have the Blender add-on generate a custom UI for you for all your (and Bevy's built in) components !
On the menu:
* bevy_registry_export is the crate (https://crates.io/crates/bevy_registry_export)
* and the new Blender addon bevy_components (https://github.com/kaosat-dev/Blender_bevy_components_workflow/releases/tag/gltf_auto_export_v0.12)

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Have fun !

crates.io: Rust Package Registry

Could not help myself, added a few more QOL features to the #blender add-on for #bevy components:
- lists (vecs) now work, even for value types (and pseudo value types like colors etc)
- each component's display is collapsible for complex components
- visual feedback in case a component is not present in the registry anymore (when you change its name on the bevy side for example)
- filterable list of unregistered Bevy types (very practical in general)
- a lot more :)
Release ETA is next week.
Also, cannot help myself, enums with different types of data are handled correctly as well :)
Took me a bit , but quite proud of this one too :)
Getting every closer to releasing my new #blender add-on for adding #bevy components to Blender objects, using an automatically generated Ui based on the #bevyengine (& your own, from your project) component definitions
Turned out to be WAY more work than anticipated, but still 95 % done.
- now supports nested (any level !) structs within structs within enums, or whatever you use :D
- even complex objects get "packed" in simple custom properties
- a TON more
- list/vec support is meh
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