I did make the text larger for this video; put any questions you have below! :). Also I tried something a bit new with this video and relied on improvisation rather than a script, It might seem a bit sloppy but I promise it will get better the more I practice(what do you think about this new style of tutorial voiceover?).
I think for me at least, an editor would be nice but part of the charm of bevy is minimalism which would be kind of insignificant with the addition of an editor. I think they will add an editor at some point but it won't be a priority for them.
I guess you could change it inside of blender? You can also adjust it with code inside of bevy. There aren’t really many ways to do this without hard coding it or modifying it inside of blender when we don’t have a dedicated level editor.
@@bipedpotato That's true but it's inconvenient, you would have to export it again, and what if you wanted to use the same model in a different place? Instead what if you made it a child of the player and change and change it's local transform? Well maybe it's for the best, since bevy doesn't have an editor it would be hard to get the values right
The gun model is a child of the player entity, we are just abstracting out the local transform part by setting it inside of blender. I do get where you are coming from but this is the easiest and most adjustable way for editorless bevy to go about with this task.
I did make the text larger for this video; put any questions you have below! :). Also I tried something a bit new with this video and relied on improvisation rather than a script, It might seem a bit sloppy but I promise it will get better the more I practice(what do you think about this new style of tutorial voiceover?).
I would love a no BS blender guide around creating and work with assets for bevy.
Cool! Im building the same kind of game. Will follow along!
Thank you for the wonderful tutorial :)
Thanks, I hope you find it useful!
The goat!!
I really wait for bevy 1.0.0. also I am to dump to work with pure rust, I really appreciate a editor.
I think for me at least, an editor would be nice but part of the charm of bevy is minimalism which would be kind of insignificant with the addition of an editor. I think they will add an editor at some point but it won't be a priority for them.
Setting the model position in blender is terrible, what if you wanted to change it later?
I guess you could change it inside of blender? You can also adjust it with code inside of bevy. There aren’t really many ways to do this without hard coding it or modifying it inside of blender when we don’t have a dedicated level editor.
@@bipedpotato That's true but it's inconvenient, you would have to export it again, and what if you wanted to use the same model in a different place? Instead what if you made it a child of the player and change and change it's local transform? Well maybe it's for the best, since bevy doesn't have an editor it would be hard to get the values right
The gun model is a child of the player entity, we are just abstracting out the local transform part by setting it inside of blender. I do get where you are coming from but this is the easiest and most adjustable way for editorless bevy to go about with this task.