Game Development Community

Loading a sprite sheet in 3D Studio Max

by Weston Tracy · in Artist Corner · 07/19/2010 (10:04 pm) · 13 replies

Hi,

I'm looking for a way to load a sprite sheet into max so it animates just like an .ifl.

Anyone know how to get this done?

Thanks in advance,

-W

About the author

Game artist. Lover of pixels. Co-Owner and Artist for www.blackjacketgames.com


#1
07/19/2010 (10:47 pm)
I never really bother to do things with sprite sheets in max..and there is probably a better way: I would animate the UV modifier.
#2
07/19/2010 (11:11 pm)
We're making a 2D game with sprites. I need to mock up game play in Max. So using sequential images is the only option. I'm using .ifls now, but I'll have to convert all the .ifls to sprite sheets at some point, and I'd much rather start off with sprite sheets and save a bunch of work down the road.
#3
07/20/2010 (1:15 am)
It is possible to create a max tool that would use the spritesheet by automatically creating the modifiers and animating them as desired. Do you have experience in this area ?
#4
07/20/2010 (6:32 am)
Yes, that's what I'm looking for. Either a plug in or a script that will take a sprite sheet and automatically animate it. It would need to have the ability to take input for frame count and speed.

To answer your question, no, I'm not a programmer or a scripter.
#5
07/20/2010 (1:11 pm)
Well..in Max, a frame is a frame is a frame. So you would have to work around animation "frames" and your chosen FPS no matter the case.

I did find it interesting that I could not find a tool that would allow me to use sprite sheets. I too, at times would like to easily use sprites like an IFL but without the IFL hassle.
- So I made a simple tool for "cell-style-sprite-sheets"(all images on the sheet that require the same amount space).





Download Spritey0.1

#6
07/20/2010 (6:41 pm)
That tool is a great start. But before I add it to the art pipeline I also need to be able to set the FPS of the animation. With an .ifl I can set how many times each frame is repeated. Repeating frames in the sprite sheet to mimic that would be too wasteful.

I'll also need the ability to play dozens of different sprites at the same time.

#7
07/20/2010 (10:02 pm)
Weston, Spritey does the hardest part for you.
If you can't sort out the rest of the solution on your own, then perhaps it may be best to just forget about the tool.
Anyways, best of luck on your efforts.

#8
07/20/2010 (10:08 pm)
I appreciate your efforts to help me here. I just need a more robust tool to justify switching from the well integrated .ifl method. I don't have time to learn to script, so I'll keep looking around.
#9
07/20/2010 (10:48 pm)
So; it's not your inexperience stopping you from completing the work, it's that Spritey is not robust enough ?
!!You have me rolling around like a barrel of monkeys Weston!!

Perhaps you will see the power of this little tool someday. Hopefully.

#10
07/20/2010 (11:13 pm)
I meant no offense. It's just that the .ifl solution has what I need, your tool doesn't.

I can't spend months learning to script so I can add the features I need.

It doesn't make sense to give up a working solution for one that I'd have to create a bunch of work arounds for. Does it?
#11
07/21/2010 (1:33 am)
Weston, no worries from my end.
There are ways to achieve anything an IFL does, with Spritey. You do need to (dare I say)intimately understand the processes of 3dsMax animation. I can completely understand how this tool seems like it makes more work than it takes away, but that's not the case if you grasp the capabilities of the animation tools.
- & yeah..everything has it's number of uses..& of course it's best to use what you feel comfortable using. IFLs are awesome, so are spritesheets.

On another note:
Can I be as bold to suggest that you grab the 3dsMax Bible for your Maxversion ?..it is invaluable! You don't need to learn the scripting or any section you do not want, but there is alot under the hood of Max that is hidden to the person that is simply unaware of what to look for. Best to you.


Maybe someone will make a post here that is beneficial to your workflow: www.torquepowered.com/community/resources/view/19989
#12
07/21/2010 (2:44 am)
Ok, the main hurtle I'm seeing is that I need to be able to accurately preview them in real time.

If the frames are scrolling across the face of each plane, it's quite difficult to make out what's happening.

My second hurtle is setting up precise frame counts. Setting up the frame counts would be messy using the scrub bar and that many key frames. If the keys are wider apart than 1 frame, the scrolling issue is going to get worse, won't it?

If you could help me solve those two issues, maybe this could work.
#13
09/03/2010 (3:17 pm)
hey Eb,

..just grabbed tried your handy dandy lil Spritey tool; nice work 'mate.

~ Cheers