Quick Start¶
The recommended workflow from "I have the package" to "I have a labeled scene" — using the add-on. Prefer to work with the node group directly, without installing the add-on? See Without the add-on in the User Guide instead.
1. Install the add-on¶
In Blender, open Edit > Preferences > Get Extensions, click the
dropdown next to the search field, and choose Install from Disk.
Select explocallout-1.0.0.zip from the package and confirm. Blender
installs and enables the add-on — nothing else to toggle on.
2. Make explocallout.blend available¶
The add-on needs explocallout.blend (from this same package) to find
the TO_Callouts node group. It looks for it automatically, in order:
the Library field in the panel (if you set one), the add-on's own
install folder, the root folder of any Blender asset library you've
registered, and finally the folder of the .blend file you currently
have open. Simplest setup: point the panel's Library field at
wherever you put explocallout.blend.
3. Open the panel¶
In any 3D Viewport, press N to open the side panel and look for the ExploCallout tab.
4. Apply Callouts¶
Leave Scope on Scene to label every eligible mesh, or set it to
Selected and select just the parts you want. Click Apply
Callouts — in one step it numbers your parts, builds the anchor
points, applies TO_Callouts, adds the numbered labels, and frames a
preview camera.
5. Adjust¶
Tweak Label Distance, Label Spread, Tiers, Marker Radius, Leader Radius, and Text Height, then click Apply Callouts again to rebuild with the new values. Drag a label to a better spot, then click Sync Leaders to follow it. Pick a camera preset (Hero, Overhead, Flank) and an aspect ratio, then click Frame Camera to reframe.
6. Render¶
Press F12. The add-on never writes a render file on its own — it only sets up the scene for your usual render step.
For the full explanation of every panel option, the manual node-group workflow, known limits, and a FAQ, see the User Guide.