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Iterating through the loop

This is a loop, not a one-shot. One edit ripples across all three tools, and today each hop is a deliberate re-export / re-import - there is no live link yet.

Say you repaint a layer's PNG in Photoshop. To see it in the running Godot scene:

  1. Re-export from Photoshop: the manifest + PNGs.

  2. Re-import in Blender: point at the manifest again. Idempotent for object-level work - your rig, parenting, slots, and per-sprite settings carry over - but the mesh is rebuilt from the new art, so painted weights and Automesh density do not survive (the order that saves your skinning).

  3. Re-export from Blender: Re-export reuses the sticky path, no dialog.

  4. Reimport in Godot: automatic on editor focus, and your wrapper scene is untouched.

Four steps, none of which discard your downstream work on the Godot side - that is the property the whole pipeline is built around.

What is not automated yet

Every hop above is manual on purpose - there is no hot reload across the tool boundaries yet. The biggest gap is a live Blender <-> Godot link; that and the other not-yet-built directions are laid out in Deferred.

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