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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.

note

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 .proscenio plus 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 .proscenio and 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.