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UI Overview


In the side panel of your viewport you can find a new tab called "ST:Aramada". If you can't see it, use N on your keyboard or click the tiny left pointing arrow on the right top side of your viewport.

Blender meshes are automatically assumed to be mesh nodes. Empties are concidered null nodes as default. You can change their node type via the Make Sprite or Make Emitter buttons. You can animate every node (you shouldn't animate your root node though) in your sod hirarchy, you just have to enable it in the UI.

Sprite nodes don't have any special properties. The type of sprite is defined via the name of the sprite node in your hirarchy. On export every "." is replaced with an underscore, which means "whitestrobe.01" will be exported as "whitestrobe_01".
Emitter nodes can be named whatever you like in your hirarchy. The type of emitter is defined via the emitter property in the UI

Mesh nodes have several material settings like the material type, the face culling and the mesh texture. You can also enable texture animations. Once you changed the material type, the culling type or the texture, update the blender materials via the update materials button.

SOD files can share materials. The addon allows for reusing materials and skipping exporting materials via this panel. Having a checkmark in your materials shows that the material will be exported. This can be toggled via the button next to the material.

This panel is mainly for helping your organizing your sod hirarchy. It can create a default rig, if no proper rig is found. After that, you can select some blender objects and parent them easily to parts of the sod hirarchy.

In your blender materials there's a new panel for managing Armada materials. You can create a new Armada material and tweak it's settings afterwards
