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Photoshop: the foundation

Photoshop is where the art lives. The UXP exporter turns your layered .psd into the two things Blender needs: a manifest (a JSON describing every layer) and one PNG per layer.

Author the PSD: layer kinds and tags

Every visible layer becomes one object on the Blender side. What kind of object depends on bracket tags written into the layer name - tokens like [tag] or [tag:value]. Tags are stripped from the name before export, so arm.R [mesh] [folder:body] exports as arm.R.

You can type tags into layer names by hand, but the plugin's Tags panel is the easier path: it shows the document's layer tree with per-row tag controls, writes the brackets into the layer names for you, and flags warnings and skipped layers live as you go.

The tag decides the layer's kind:

KindHow you tag itWhat it becomes
polygondefault for any art layer (or [polygon])a cutout sprite -> Godot Polygon2D
mesh[mesh] on the layerimports as a polygon sprite, just flagged as a deformable-mesh source (a hint for skinning) - not a separate type downstream
sprite_frame[spritesheet] on the groupa spritesheet sprite (each child layer is one frame) -> Godot Sprite2D

So downstream there are only two sprite types, polygon and sprite_frame - a [mesh] layer is just a polygon flagged for skinning (the flag rides along as metadata).

Other tags shape how a layer exports:

TagWhereFunction
[ignore]layer or groupskipped entirely - no entry, no PNG (use it for refs and notes)
[merge]groupflatten all children into a single PNG
[folder:NAME]groupbecomes a Blender Collection named NAME
[origin] / [origin:X,Y]layer or groupset the pivot (implicit centroid, or explicit PSD pixel coords)
[blend:multiply] / [blend:screen] / [blend:additive]layertags the intended blend mode (kept as metadata; not exported to Godot yet)
[scale:N]layer or groupmultiply the bounding-box size by N

The full taxonomy (every tag, the walk rules for groups and hidden layers, z-order, the document anchor) lives in the Photoshop workflow.

Export the manifest and PNGs

  1. Open the source: the layered .psd in Photoshop.

  2. Open the exporter: Plugins > Proscenio Exporter (loaded via the UXP plugin in apps/photoshop/).

  3. Pick an output folder: where the manifest and PNGs will land.

  4. Export: click Export manifest + PNGs. → The plugin writes a v2 manifest JSON next to one PNG per layer.