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Deferred

The big picture. Each item below is an umbrella initiative that conceptually fits Proscenio but is not committed to a roadmap. When work begins, the umbrella breaks down into one or more numbered specs.

This file is intentionally coarse. Finer-grained items (single operators, CI matrix entries, repo polish, follow-ups deferred from shipped specs) live in specs/backlog.md with their own trigger conditions.

Authoring acceleration

Lift the artist out of "start from a 4-vertex quad" mode and toward "draw a shape, get a riggable mesh".

  • Procedural mesh subdivision presets. Low / medium / high density quad subdivision so the user does not start from scratch.
  • Auto-rig templates. Humanoid, quadruped, doll presets - "create armature with the bone naming the writer expects". Less ambitious than full auto-rig; more of a one-click onboarding step.

Animation expressiveness

Match what the established cutout tools (Spine, DragonBones, CT2) deliver out of the box.

  • Bezier curve preservation. Per-key in / out tangent handles in the schema so Blender's curve fidelity arrives byte-for-byte in Godot.
  • Per-key interpolation mixing. Mixed linear / constant / cubic keys on the same track.
  • Animation events / method tracks. Sound cues, particle spawns, gameplay hooks - maps to Godot's AnimationPlayer method tracks. Removes the mirror-AnimationPlayer workaround.
  • Mid-edit non-destructive re-rig. Today the wrapper survives reimport, but weights and keys do not survive a re-rig of the underlying armature. Partial coverage likely arrives with Bezier preservation + key remapping.

Rig topology and physics

The runtime side of "what a character can do".

  • Skin coordination. Spine-style "skin" that groups N slot attachments under a named variant; one switch flips the whole costume.
  • Bone physics, path constraints, transform constraints. Spine-style runtime constraints. Requires a format extension and concrete demand.

Format extensions

Each adds optional fields to the schemas and matching consumer logic.

  • Multi-atlas per character. Single atlas today; future atlas_pages[] indexed by sprite.
  • Mask sprite, blend modes, animatable color modulation. Per-sprite alpha mask, animatable modulate color, animatable z_index.

Cross-DCC reach

The PSD manifest schema is DCC-agnostic by design.

  • Krita / GIMP exporters. Emit a conforming manifest from another DCC; Blender importer needs no changes.
  • Live link Blender ↔ Godot. Hot reload across the DCC boundary. Likely triggers the GDExtension reconsideration.