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Skeleton

The project-wide armature picker and presence checks. The picker is the single source of truth the bind and automesh steps target; the body splits into subpanels. The header reads Skeleton: <name> while there is room and drops to Skeleton on a narrow panel. The panel shows only in Object, Pose, or Edit-armature mode.

The picker is a read-only field (Blender forbids writing scene data during a draw, so the addon fills it from load handlers). With no armature in the scene it points you at Quick Armature below; with armatures present but none picked, it warns that skeleton ops will create a new Proscenio.QuickRig and offers a button per existing armature to pick one instead.

Active Armature

A list of every bone the writer would export. The Display As dropdown at the top sets the whole rig's viewport draw style (Octahedral / Stick / B-Bone / Envelope / Wire) - the native armature display type, surfaced here so it is one click away while authoring. The bone list indents by hierarchy depth and reads as the parenting tree by default; the native A-Z toggle flattens it to a plain alphabetical order and drops the indent (mirroring the Outliner). Every row is a bone, so the row's left icon (where the Outliner would put a type icon) shows connectivity instead: a chain (connected, the head is locked to the parent's tail), a broken chain (disconnected, a child whose head moves freely), or the plain bone glyph for a root. It is an indicator only - everything interactive sits on the right. Connect / disconnect itself stays in Blender's native Edit mode, since it snaps the head and is a geometry edit. The right side holds the live toggles: the Relative Parenting toggle (a pose-inheritance flag, no geometry change; flat like its neighbors, showing state by swapping the icon - a filled pushpin when on, a hollow one when off), the export toggle, and the favorite star. The Favorites toggle in the count row hides every non-pinned bone. Per-bone favorites live on bone.proscenio.is_favorite, persisted in the .blend.

Click a bone to select it in the viewport; Shift / Ctrl extend or toggle the selection (the per-row marker shows in Pose and Edit mode). Below the list, Active to Euler and All to Euler convert bone rotation mode to XYZ Euler. This is the one-click fix for the export validator's warning that a bone driving a sprite is not in the XYZ Euler mode the driver reads.

Rig UI

Per-collection select buttons and visibility toggles built from the picked armature's native bone collections, all blender-only (it selects and shows bones, it never exports). The layout honors the 4.1+ collection nesting recursively: a collection with children renders as a labelled header row whose buttons are its direct children (the Rigify-style "Arm.L: IK | FK | Tweak" grouping), and each child that itself has children gets its own header row below it (depth-first, no indent - the header is the grouping cue), so a deep collection tree is fully reachable. A top-level childless collection renders as a single-button row. Each row's button selects that collection's bones in the viewport (a parent grabs its whole subtree), and the eye toggles the collection's visibility (a hidden parent hides its children, the native inheritance). The theme selector's three columns (dot, number, picker) are drawn on every row so they line up and the select buttons end at the same x; only a top-level row's picker is live and colors that whole subtree - one color control per tree, while nested rows reserve the same columns with an empty dot and an inert picker. The picker opens a color dialog that applies a bone color to every bone under that top-level collection; Blender has no per-collection color, so this batches over the bones. Drawing the identical widgets on every row is what keeps the columns aligned - ui_units_x is a minimum width, not a cap, so a themed dot cannot be wider than a blank one if both are the same widget. Assign bones to collections in Blender's native Bone Collections panel; when the picked armature has none yet, the subpanel stays and shows a notice pointing there rather than hiding.

Pose Mode

Pose-only authoring shortcuts, all blender-only (enter Pose mode to reach them): Bake Current Pose keys every bone at the playhead (those keys do export), Toggle IK adds or removes a test IK constraint, Bake IK to Keyframes writes the IK-solved pose onto the chain bones as keyframes (the fix for the validator's animated-IK-without-keyframes error), and Save Pose to Library stores the pose as a Blender asset (covered below).

Save Pose to Library

Save Pose to Library is a one-click shim over Blender's native poselib.create_pose_asset. Set the pose, click it, and the pose lands in the Asset Browser named <action>.<frame> (or <armature>.<frame> when no action is active). Pose assets are blender-only - they never reach the .proscenio; use them to reuse a pose across animations, characters, or projects. Assets land in the active asset library, set under Preferences > File Paths > Asset Libraries, and you re-apply them from Window > Asset Browser.

Quick Armature

A modal viewport tool that draws bones one press-drag at a time onto the Y=0 picture plane. The session runs in Edit Mode on the target armature, so right-click is the native bone selection and the bones it authors are immediately editable; it returns you to the mode you started from on exit. It is reachable even with no armature in the scene; while a session runs the button reads "Exit Quick Armature" and clicking it finishes the modal. The options box sets the front-ortho lock, chain default, name prefix, and grid snap increment. While the modal runs, the panel mirrors the live gesture cheatsheet (the same chords shown on the status bar and the viewport header) in a collapsible section that is closed by default, so the shortcuts are one click away without crowding the panel. Reparenting is just selection: right-click a bone (the native Edit-mode select) and the next bone you draw chains from it - select a bone, keep drawing, the chain continues from there. There is no separate Reparent mode and no tail-picking. See the walkthrough for the full chord cheatsheet.