Blender Addon
Per-panel reference for the Proscenio sidebar. Open it in Blender at 3D Viewport > Sidebar (N) > Proscenio.
For the end-to-end workflow, start with the Blender walkthrough; this section documents each panel and subpanel on its own.
Placeholder pages. These reference pages are a first cut. Each panel and subpanel carries a brief, specific description that mirrors the in-addon ? help; they expand over time.
What it does
The addon is where the pipeline's heavy lifting happens:
- Mesh authoring (automesh) - trace a sprite's alpha into a deformable mesh, one-click or through an interactive multi-stage modal; weight-preserving regeneration reprojects paint when you re-densify.
- Skeleton authoring (Quick Armature) - draw bones in the viewport by dragging head to tail.
- Weight bind and paint - five bind modes (Bone Heat, Proximity, Envelope, Single Nearest, Empty), a 2D-tuned Edit Weights modal, copy-weights-between-sprites, and a weight sidecar that records provenance.
- Slots - sprite-swap groups animated by slot index.
- Atlas - pack, unpack, and apply a shared texture atlas.
- Source-art ingestion - import a Photoshop manifest into planes plus a root bone (re-import rebuilds meshes, so painted weights are not preserved).
- Export to Godot - validate the scene, write the
.proscenioplus atlas, and re-export silently on later saves.
Each capability has its own panel below; the bind modes and the automesh-vs-reimport weight rules are detailed in Weight Paint and Mesh Generation.
The sidebar
Every panel renders on any selection and warns (rather than hiding) when it needs a different one. Each header carries a status badge plus a ? that opens the matching help inline.
- Outliner - sprite-centric flat list of slots, meshes, and armatures.
- Element - per-element settings (Polygon2D vs Sprite2D, texture region, drive-from-bone).
- Slots - the project slot list and per-slot attachment detail.
- Skeleton - the armature picker, bone list, pose helpers, and Quick Armature.
- Mesh Generation - trace a sprite alpha into a deformable mesh.
- Weight Paint - bind and refine bone weights (mesh elements only).
- Animation - read-only summary of the actions the writer exports.
- Atlas - pack source images into a shared atlas.
- Validation - issues that would block an export.
- Pipeline - import a Photoshop manifest and export the
.proscenio. - Helpers - viewport authoring aids that sit outside the export.
Status badges
Each header shows where the feature lands in the pipeline:
- godot-ready - exports to
.proscenioand ships in the Godot importer. - blender-only - an authoring shortcut that never reaches the export.
- planned - designed, with a UI placeholder, not yet implemented.
- out-of-scope - intentionally not exported.