diff --git a/.github/workflows/docs.yml b/.github/workflows/docs.yml
index 3e92e48..867091b 100644
--- a/.github/workflows/docs.yml
+++ b/.github/workflows/docs.yml
@@ -39,7 +39,7 @@ jobs:
mkdocs-material-
- name: Install dependencies
- run: pip install mkdocs-material mkdocs-static-i18n
+ run: pip install mkdocs-material mkdocs-static-i18n mkdocs-callouts
- name: Deploy docs
run: mkdocs gh-deploy --force
diff --git a/docs/assets/1-sspj_import.webm b/docs/assets/1-sspj_import.webm
new file mode 100644
index 0000000..93b36ad
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diff --git a/docs/assets/2-fast_iteration_inspector.webm b/docs/assets/2-fast_iteration_inspector.webm
new file mode 100644
index 0000000..8aeddd3
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new file mode 100644
index 0000000..6539c13
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diff --git a/docs/assets/3-setup_drag_and_drop.webm b/docs/assets/3-setup_drag_and_drop.webm
new file mode 100644
index 0000000..37660ae
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new file mode 100644
index 0000000..734d6b1
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diff --git a/docs/assets/4-inspector_preview-1.webm b/docs/assets/4-inspector_preview-1.webm
new file mode 100644
index 0000000..0374d86
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diff --git a/docs/assets/4-inspector_preview-1.webp b/docs/assets/4-inspector_preview-1.webp
new file mode 100644
index 0000000..45579d4
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diff --git a/docs/assets/4-inspector_preview-2.webm b/docs/assets/4-inspector_preview-2.webm
new file mode 100644
index 0000000..cab113c
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diff --git a/docs/assets/4-inspector_preview-2.webp b/docs/assets/4-inspector_preview-2.webp
new file mode 100644
index 0000000..77889cc
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diff --git a/docs/assets/5-open_sspj_from_inspector.png b/docs/assets/5-open_sspj_from_inspector.png
new file mode 100644
index 0000000..76d79ac
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diff --git a/docs/assets/6-connect_signals_node_tab.png b/docs/assets/6-connect_signals_node_tab.png
new file mode 100644
index 0000000..a3c8acd
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diff --git a/docs/assets/7-cellmap_override_after.png b/docs/assets/7-cellmap_override_after.png
new file mode 100644
index 0000000..da30e52
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diff --git a/docs/assets/7-cellmap_override_before.png b/docs/assets/7-cellmap_override_before.png
new file mode 100644
index 0000000..f384a02
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diff --git a/docs/en/workflow/usage_asset_pipeline.md b/docs/en/workflow/usage_asset_pipeline.md
index 3a979d8..19a9765 100644
--- a/docs/en/workflow/usage_asset_pipeline.md
+++ b/docs/en/workflow/usage_asset_pipeline.md
@@ -18,10 +18,11 @@ This triggers the conversion process, generating `.ssab` and `.ssqb` files in th
Drag and drop the generated `.ssab` file into the 2D viewport to place a `SpriteStudioPlayer2D` node in advance (see [Basic Usage](usage_basic.md) for details).
> [!TIP]
+>
>
-> *(※ Video showing the drag-and-drop import of an .sspj file into the SS Import dock will be placed here)*
+>
---
@@ -36,8 +37,7 @@ When working in Godot and feeling the need to tweak an animation, you don't have
This action automatically launches SpriteStudio and opens the underlying `.sspj` file, allowing you to start editing immediately.
> [!NOTE]
-> 
-> *(※ Image highlighting the "Open SSPJ" button in the Inspector will be placed here)*
+> 
---
@@ -54,10 +54,11 @@ With just the following steps, your changes will instantly reflect in the game (
> You can call SpriteStudio directly from the Inspector with the node selected, and immediately reconvert in Godot after editing. **This powerful asset pipeline that allows seamless transition between SpriteStudio and Godot** drastically lowers the cost of trial and error during animation adjustments.
> [!TIP]
+>
>
-> *(※A video demonstrating the fast workflow: Open from Inspector -> Save in SpriteStudio -> Reconvert in Inspector -> Preview updates instantly)*
+>
---
diff --git a/docs/en/workflow/usage_basic.md b/docs/en/workflow/usage_basic.md
index 64b6ff5..ef1684b 100644
--- a/docs/en/workflow/usage_basic.md
+++ b/docs/en/workflow/usage_basic.md
@@ -15,10 +15,11 @@ Taking advantage of Godot's powerful editor, you can set up an animation with th
This action automatically creates a `SpriteStudioPlayer2D` node and assigns the resource to it.
> [!TIP]
+>
>
-> *(※ Short video showing node creation by dragging and dropping an .ssab file will be placed here)*
+>
---
@@ -39,15 +40,23 @@ Once the node is selected, you can adjust various settings from Godot's Inspecto
1. **Select an `Animation`**
Open the dropdown for the `Animation` property in the Inspector. You will see a list of animations contained in the `.ssab`. Select the name of the animation you want to play.
+> [!TIP]
+>
+>
+>
+
2. **In-Editor Preview**
With the node selected, the **SpriteStudio** bottom panel appears. Use its transport controls (play from start / play from current / stop and the frame scrubber) to **play the animation directly in the editor without running the game**. Keyboard shortcuts mirror the AnimationPlayer editor: **D** play from current, **Shift+D** play from start, **S** stop (active while the panel is visible).
Changes to parameters like `Frame`, `Speed`, and `Loop Count` are reflected in the preview in real-time, enabling quick adjustments.
> [!TIP]
+>
>
-> *(※ Video showing the animation preview via the SpriteStudio bottom panel will be placed here)*
+>
---
diff --git a/docs/en/workflow/usage_scripting.md b/docs/en/workflow/usage_scripting.md
index f1de1f4..5ae2719 100644
--- a/docs/en/workflow/usage_scripting.md
+++ b/docs/en/workflow/usage_scripting.md
@@ -60,8 +60,7 @@ func _on_animation_finished(anim_name: String):
```
> [!NOTE]
-> 
-> *(※ Image showing signals connected in the "Node" tab of the Godot editor will be placed here)*
+> 
### Example: Triggering Events using User Data
This is an example of receiving user data configured in SpriteStudio (such as playing footsteps or generating attack hitboxes) and processing it in the game.
@@ -99,5 +98,5 @@ func change_weapon():
This feature allows you to build an efficient avatar system without needing to prepare multiple animation variations for each part.
> [!TIP]
-> 
-> *(※ Before/After image comparison of the character changing weapons will be placed here)*
+> 
+> 
diff --git a/docs/ja/workflow/usage_asset_pipeline.md b/docs/ja/workflow/usage_asset_pipeline.md
index c5bcbd4..a231689 100644
--- a/docs/ja/workflow/usage_asset_pipeline.md
+++ b/docs/ja/workflow/usage_asset_pipeline.md
@@ -18,10 +18,11 @@ SpriteStudioPlayerForGodot は単にアニメーションを再生するだけ
生成された `.ssab` を 2D ビューポートへドラッグ&ドロップして、あらかじめ `SpriteStudioPlayer2D` ノードを配置しておきましょう(詳細は [基本的な使い方](usage_basic.md) を参照)。
> [!TIP]
+>
>
-> *(※上記に .sspj を SS Import ドックへドラッグ&ドロップしてコンバートする様子の動画が入ります)*
+>
---
@@ -36,8 +37,7 @@ Godot で作業中に「もう少しアニメーションを微調整したい
この操作により、SpriteStudio が起動して元となる `.sspj` ファイルが開き、すぐに編集作業に入ることができます。
> [!NOTE]
-> 
-> *(※ここにインスペクタ上の「Open SSPJ」ボタンがハイライトされた画像が入ります)*
+> 
---
@@ -54,10 +54,11 @@ SpriteStudio 側でアニメーションを修正して保存したら、Godot
> ノードを選択したままインスペクタから SpriteStudio を呼び出し、編集後すぐに Godot 上で再コンバートをかけることができます。**SpriteStudio と Godot をシームレスに行き来できるこの強力なアセットパイプライン**により、アニメーション調整におけるトライアンドエラーのコストが劇的に下がります。
> [!TIP]
+>
>
-> *(※上記に「インスペクタから開く -> SpriteStudioで保存 -> インスペクタでReconvert -> プレビューが即座に変わる」という一連の高速ワークフロー動画が入ります)*
+>
---
diff --git a/docs/ja/workflow/usage_basic.md b/docs/ja/workflow/usage_basic.md
index c7af427..3035f0f 100644
--- a/docs/ja/workflow/usage_basic.md
+++ b/docs/ja/workflow/usage_basic.md
@@ -15,10 +15,11 @@ Godot エディタの強力な機能を活かし、最短の手順でアニメ
これだけで自動的に `SpriteStudioPlayer2D` ノードがシーンに追加され、リソースの割り当ても完了します。
> [!TIP]
+>
>
-> *(※上記に .ssab をドラッグ&ドロップしてノードが自動生成される様子を示す動画が入ります)*
+>
---
@@ -39,15 +40,23 @@ Godot エディタの強力な機能を活かし、最短の手順でアニメ
1. **`Animation` の選択**
インスペクタの `Animation` プロパティのドロップダウンを開くと、`.ssab` に含まれるアニメーションのリストが表示されます。再生したいアニメーション名を選択してください。
+> [!TIP]
+>
+>
+>
+
2. **エディタ上でのプレビュー**
ノードを選択すると **SpriteStudio** ボトムパネルが表示されます。先頭から再生 / 現在位置から再生 / 停止のトランスポートとフレームスクラバを使って、**ゲームを実行せずにエディタ上でアニメーションを再生**できます。ショートカットは AnimationPlayer エディタと同じく **D** 現在位置から再生 / **Shift+D** 先頭から / **S** 停止(パネルが表示中に有効)。
`Frame` や `Speed`、`Loop` などのパラメータを変更するとリアルタイムにプレビューへ反映されるため、素早い調整が可能です。
> [!TIP]
+>
>
-> *(※上記に SpriteStudio ボトムパネルでプレビューが動く様子を示す動画が入ります)*
+>
---
diff --git a/docs/ja/workflow/usage_scripting.md b/docs/ja/workflow/usage_scripting.md
index f4e4b31..59f48c9 100644
--- a/docs/ja/workflow/usage_scripting.md
+++ b/docs/ja/workflow/usage_scripting.md
@@ -60,8 +60,7 @@ func _on_animation_finished(anim_name: String):
```
> [!NOTE]
-> 
-> *(※ここに Godot エディタ右側の「ノード」タブでシグナルを接続している様子の画像が入ります)*
+> 
### 実装例: ユーザーデータを使ったイベント発火
SpriteStudio 上で設定したユーザーデータ(足音の再生、攻撃判定の発生など)を受け取り、ゲーム側で処理を行う実装例です。
@@ -99,5 +98,5 @@ func change_weapon():
この機能により、アニメーションデータをパーツごとに何パターンも用意することなく、効率的なアバターシステムを構築できます。
> [!TIP]
-> 
-> *(※ここにキャラクターが武器を持ち替えた Before/After の比較画像が入ります)*
+> 
+> 
diff --git a/mkdocs.yml b/mkdocs.yml
index f90c95c..4e1c9b4 100644
--- a/mkdocs.yml
+++ b/mkdocs.yml
@@ -32,6 +32,7 @@ theme:
plugins:
- search
+ - callouts
- i18n:
docs_structure: folder
languages: