How do I render tileset assets in 8 directions like the creature animations? #896
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I would like to add 8 dimensions to tileset render script so that when it renders a tileset in blender there are 8 directions up from 4 regular angles / directions. For example how can this blender art source for grass land walls / cliffs be rendered in 8 directions when the render animation script spits out the many of single tileset frame asset images? https://github.com/flareteam/flare-game/blob/master/art_src/tilesets/grassland/grassland_walls.blend Also I figured out (so far) that with the render rig (with the Flare / Fantasy core blender asset art source blender files) once the render resolution is increased to 100% (up from the default of 25%) that when the animation render / render script spits out all of the single frame images of assets for a tileset; that these 100% render resolution settings single frames are all enlarged x 4 times from the original Flare scale and are Flare 4K high resolution tileset assets. I presume if the script is added to blender render tileset assets in 8 directions; that this script will hopefully make enlarged x 4 Flare 4K high resolution single frame render images with the render resolutions is at 100%. I hope to make tilesets assets in 8 directions just like with creature animations and I hope to also do so with Flare 4K. I have yet to figure out how to have the blender render script / render rig render in 8 directions. Does anyone know how to have the blender render script / render rig render in 8 directions for tilesets? Even some links or ideas could help :-). |
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https://flarerpg.org/2015/06/07/20150607/ This? [In case the site dies like other old OSARE / FLARE links] Clint here. I’ve been away from the day-to-day Flare engine project for a while, but I’m coming back with some things to share. Just figured out an update for the main Python script I use in Blender for Flare animations. The current alpha-demo Flare animations use a keyframe for almost every single frame. And all of the animations are mashed into one Blender action. Of the 32 frames, the first 4 were standing around, the next 8 are running, etc. I’ve been in pre-production for HD assets for everyone to use in Flare engine. I’m starting to use different Actions for each animation, which makes working on (and exporting) animations easier to work with — as intended. render all animations for the named armatureClint Bellanger 2015import bpy angle = -45 remember UI settings to restore at the endoriginal_path = bpy.data.scenes[0].render.filepath RenderPlatform is an Empty object located at the originand has the lights and cameras attached as children.platform = bpy.data.objects["RenderPlatform"] Render all animationsfor action in bpy.data.actions:
restore UI settingsbpy.data.scenes[0].render.filepath = original_path I use this script in a Blender file that I call my render mannequin. It has a blank copy of the base hero body with a transparent masking material. All the game’s animations are already set as Actions. The lights and cameras are ready and attached to an invisible swiveling RenderPlatform at the origin. To use the file to render a piece of armor, I would link the armor from the blender file where I created it. Then attach it to the mannequin’s armature. Running the script results in rendering every frame of animation, for every animation, for all 8 directions the character can face. The files are named like “[Action][Direction][Frame].png” e.g. Running40008.png. I’ll explain more about how all this works soon. Still figuring it out myself. This creates a lot of images (256 of them at least) that need to be combined into a sprite sheet. That can be done in a simple batch/shell script and ImageMagick. And, that same script should copy the result right into my flare testing directory. Once I have all that clockwork correct, I’ll share all those files and include a tutorial. The goal I’m working towards is setting up an asset workflow. I’ll be working on a piece of armor, and it’s close enough that I want to test it in the engine. Open up the mannequin file, append the new armor, and run the magic script. Then after a short rendering break it will be ready to wear and test in the Flare engine.
2 thoughts on “2015/06/07”
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I opened the art source for the cliff walls in blender 2.79, increased the render resolution to 100%. Then I clicked around and broke the file over and over getting closer and closer until I clicked around the small black diamond key frames / might have mucked with the 'dope sheet' part. I'm not 100% sure as to how I got here but I did not click on the double down arrows or the down arrows to move stuff down and make ~'trackers'. My first proof of concept success had the camera attached and rotated with the first wall lol; but I had other parts that did work like the water cliff wall part.
So if a person can get to the first of the above images with same depicted type of edit menu witho…