Introduction

Getting Started

To make use of Skein, you'll want to install the Bevy Plugin (bevy_skein) and the Blender addon.

Any Components that are registered with the TypeRegistry in your Bevy App are made available to the Blender addon over the Bevy Remote Protocol's HTTP endpoints. After deriving Reflect and reflecting Component information:

#[derive(Component, Reflect)]
#[reflect(Component)]
struct MyMarkerComponent

You can use App::register_type to add the type to the registry and make it available via BRP to Blender.

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .register_type::<MyMarkerComponent>()
        .run();
}

This information is then stored in your .blend file (the Bevy App only needs to be running if you're updating the registry information) and used to power Component selection and insertion inside of Blender on the Object, Mesh, Material, etc properties pages.

Skein applies the information you've inserted when exporting glTF from Blender. The data of the components you've inserted lives in the exported glTF files and is inserted when spawning scenes in Bevy.

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