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Outliner

An element-centric flat list of the objects Proscenio cares about - slots, attachments, element meshes, and armatures - so you select one fast on a big rig without scrolling Blender's native outliner. This panel is blender-only: favorites, the filter, and selection state never reach the export. It sits second in the sidebar and is collapsed by default.

The body is a single Blender UIList. The only control in the panel header row is the Favorites only toggle (the SOLO icon); searching and sorting are Blender's own list affordances, reached from the list's filter arrows.

What the rows show. Each row is a left-aligned button that names one object behind a kind icon; clicking it selects that object. The kind sets the icon, the label prefix, and the indent, so the list reads as the rig at a glance:

  • A slot Empty renders first with a [slot] name prefix and the LINK_BLEND icon. Its attachments indent beneath it.
  • A slot attachment (a mesh parented under a slot Empty) renders with an arrow name prefix and the OBJECT_DATAMODE icon, indented under its slot.
  • An element mesh (a Proscenio mesh or sprite) renders with the MESH_DATA icon. When it is parented to a single bone it gains an @ <bone> suffix naming that bone.
  • An armature renders last with an [arm] name prefix and the ARMATURE_DATA icon.

The indent mirrors the scene parenting tree: the armature is the root, slots and loose element meshes sit one level under it, and a slot's attachments sit under the slot.

What the list filters in. The list is sourced from bpy.data.objects, then narrowed to just the rig so unrelated scene objects stay out of the way:

  • Cameras, lights, and other non-Proscenio kinds never appear.
  • A raw hand-modelled mesh appears only once it carries element data (after import or Incorporate); until then it is hidden.
  • Only the armature picked in the Skeleton panel appears, so a second rig in the scene does not crowd the list.
  • A row whose object has left the view layer (a deleted or undone datablock that lingers in bpy.data) drops out rather than persisting as a dead row.

Slot Empties and any mesh parented under them always belong, because a slot and its children are part of the rig by construction.

Favorites and filtering. The SOLO icon at the right edge of each row pins that object as a favorite. The Favorites only toggle in the panel header then hides every non-favorite row, so you can carve a big rig down to the handful of objects you are working on. Favorites are per-object flags; they persist with the .blend and, like the rest of this panel, never reach the export.

Name search is Blender's native Filter by Name: open the list's filter arrows and type. The native sort-by-name toggle (A-Z) flattens the parenting tree into a plain alphabetical list and drops the indent with it, so reach for it when you want to scan by name rather than by hierarchy.

Selecting from the list. A plain click replaces the selection and makes the clicked object active, matching Blender's single-click default. Shift + click extends the selection and Ctrl + click toggles the clicked row, mirroring the viewport and native-outliner modifiers. A selection marker shows on every selected row, not just the active one, because Blender's list highlight marks only the active row.