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:
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Re-export from Photoshop: the manifest + PNGs.
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Re-import in Blender: point at the manifest again. Idempotent for object-level work - your rig, parenting, slots, per-sprite settings, and painted weights carry over (a changed-placement layer rebuilds the quad but reprojects its weights from the sidecar; only Automesh density resets, so re-densify after). The one thing that breaks the carry-over is renaming a layer in the PSD: that orphans the old plane (weights and all) and stamps a blank one, unless you re-point its tag first. See the re-import contract.
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Re-export from Blender:
Re-exportreuses the sticky path, no dialog. -
Reimport in Godot: automatic on editor focus. Godot regenerates the imported character from scratch - the baked scene is fully overwritten, so anything edited inside it is lost. That is exactly why your work lives in a separate wrapper scene that instances the character: the wrapper
.tscn/.gdis untouched by the reimport. See the Godot contract.
Four steps, none of which discard your downstream work - because it all sits in places the regeneration does not touch: your weights ride the sidecar in Blender, and your game code rides the wrapper in Godot. 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.
Help and feedback
- Hit a bug or want a feature? Open an issue: Proscenio issues.
- Want to contribute? See
CONTRIBUTING.md. - Per-tool depth lives in the workflow guides: Photoshop, Blender, Godot.