[Updated] Creating Animated Sprite Sheets from 3D Models
by John Kanalakis · 01/06/2009 (4:10 am) · 26 comments
Creating Animated Sprite Sheets from 3D Models
Rather than Spam the forums with an update blog... See the new images posted with the comments below. Now featuring new alpha correction and anti-aliasing enabled.
Here's a little side project that I put together over the holiday break, while Torque X 3.0 is in testing. SpriteWorks is a flexible application that takes 3D models in .X, .FBX, .XSI, and of course .DTS and turns them into 2D sprite textures. This can be used to produce very realistic sprites from well lit and normal mapped 3D models. You can also select any animation sequence attached to a DTS shape to create an animated sprite sheet.
SpriteWorks is based on XNA and, of course a running instance of the Torque X Engine - yet another tribute to the flexability of the engine. However, the images that are produced are translucent .png files that will work with any 2D graphics engine, including Torque X 2D and TGB. The sample sprite sheet here is a web-friendly, but non-transucent .jpg file. In the video above, SpriteWorks is used to take the Boombot sample DTS model that comes with Torque X, select an animation (in this case "run"), generate the animated sprite sheet, then import it into Torque X Builder 2D. But it will work with just about any DTS file, from Kork the sample player to the many buildings and vehicles sold as content packs. And with support for .X and .FBX, you can even look to resources, including TurboSquid.com for even more models that can become textures for your 2D game... and some of them are free ;)
It's pretty close to completion, I just need to finish off a few core features. A few of the features that are not likely to make it for the initial release include surface shadowing, pathed camera, and custom lighting - but they probably wont be too much later. I'm really hoping to get this in some sort of beta version within the next couple of weeks. In the meantime, please check out the video and let me know what kind of suggestions or ideas for improvement you might have.
Best Regards,
John K.
About the author
John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.
#22
John K.
01/10/2009 (5:42 pm)
In case anyone is still following this thread, I'm just a few days from finishing this off and posting as a public Beta for the community to try in exchange for feedback for improvements. I'll post another blog about it early next week.John K.
#23
01/15/2009 (8:52 am)
Do you think you still have this out for beta testing by next week.
#24
SpriteWorks 2 in the Add-Ons section of the site says "...Source models may be in Collada or DTS..." but does it also still work for FBX models as well?
Oh and if I may ask a quick EULA license question: do the created sprite sheets have to be used only in GG's "2D" products or are we allowed to use them in other GG products as well? Also what about non GG products and wesbites? O:-)
02/24/2011 (12:03 pm)
O_O I just found this thread and oh man am I extremely impressed :-DSpriteWorks 2 in the Add-Ons section of the site says "...Source models may be in Collada or DTS..." but does it also still work for FBX models as well?
Oh and if I may ask a quick EULA license question: do the created sprite sheets have to be used only in GG's "2D" products or are we allowed to use them in other GG products as well? Also what about non GG products and wesbites? O:-)
#25
05/13/2011 (8:42 am)
!
#26
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3d modeling services http://archicgi.com/
01/27/2016 (6:14 am)
Good thoughts!Â______________________________
3d modeling services http://archicgi.com/

Torque Owner Kevin Lee