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Element

Per-element settings the writer reads for the active mesh. The parent panel holds the element-type selector; the body splits into subpanels.

The element type decides the Godot node: Mesh exports a Polygon2D (a deformable cutout with UVs and weights), Sprite exports a Sprite2D (a spritesheet sliced by an hframes x vframes grid).

Active Mesh

Shown when the element type is Mesh. The mesh exports as a Polygon2D - its vertices carry their own positions, so the Blender origin is baked in at export.

Active Sprite

Shown when the element type is Sprite. Only the spritesheet metadata is exported, not the quad geometry:

  • hframes / vframes - the spritesheet grid (columns x rows).
  • frame - the cell shown at rest pose; animation tracks override it.
  • centered - Godot Sprite2D.centered: texture centred on the node origin, or its top-left at the origin.

Texture Region

Which part of the texture the element samples. Auto reads the region from the mesh UV bounds at export; Manual reads region_x/y/w/h verbatim for atlas slicing. Snap to UV bounds fills the manual fields from the current UV.

Drive from Bone

Wires a Blender driver between a pose bone and a sprite proscenio.* property - good for changes that vary continuously with rotation (iris scroll, a threshold flag). For a clean either/or swap, use a slot instead.