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fragMOTION 1.2.2 Released!
2787 Posts in 689 Topics by 789 Members
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Author Topic: Sprite generator  (Read 8359 times)
jdforce
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Sprite generator
« on: March 12, 2007, 02:03:52 PM »

Hi Fragmo,
I just installed fragmotion 0.9.1, thanks for the upgrade.
There is a note I have about the sprite creator, because most apps which are likely to use sprites need the sprite sheet filled with same-sized tiles.
Fragmotion generates a one-after-the-other frame sheet, with a xml description but the positioning of each frame does not fall into a tiled matrix. At this time it is not very useful for most game engines,  like game maker.
Probably with darkbasic and some other the animated sprite can be read by using the xml description but is not as straightforward as the same-sized tile approach.
Another alternative is the generation of single bitmap per animation frame, which can be easily converted into animated sprite by various tools. GameMaker also generate animated sprites from multiple bitmaps.

I suggest to generate same size tiled frames, and have an option for (same sized) single frame multiple bitmaps in order for Fragmotion to be really used (and useful) as sprite generator from animations.

Another really useful feature for a sprite generator, would be just to take the 3d camera position and rotation as render view for the sprite set. Say, if I want to generate a sprite from some specific viewpoint, just place the 3d camera and render the sprite. That would take care of FOV, distance, whatever. Just add a "production frame" to guide on what will be present on the sprite set.


Julio
« Last Edit: March 13, 2007, 09:13:47 AM by jdforce » Logged
jdforce
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Re: Sprite generator
« Reply #1 on: March 13, 2007, 09:39:41 AM »

This probably is a bug on the sprite generator (0.9.1).  I rendered the different types of sprite (grid, single row, single column and multiple file) . The single row option actually generates a strange split-in-half and longitudinally inverted sprite strip.
On the other modes, the sprite is correct, but with the previously mentioned uneven sized image space.

I attached here a jpg of the sprites for debugging purposes only. Since it is an ongoing project please do not use it for any other purpose.

Another small problem is the camera "yon". If I set the scale slider to a value of 1.00 or less, the character gradually dissapear behind some threshold (yon). For sprite games probably even that size is too big, so it is valid to have it as small as possible. Of course the resulting image(s) can be batch processed with irfanview or even with photoshop, but the less manipulation done with the sprites, the less noise it will have.

* fall grid.JPG (16.8 KB - downloaded 68 times.)
* fall column.JPG (23.95 KB - downloaded 66 times.)
* fall row.JPG (25.39 KB - downloaded 67 times.)
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fragmo
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Re: Sprite generator
« Reply #2 on: March 13, 2007, 07:06:36 PM »

I'm working on adding some more layout options.   The problem saving to a single row seems to happen when the resulting image is greater than 1024 pixels in width,  and also happens in the grid if it exceeds this width.  I'm still investigating this though.  The 'yon' problem can be worked around by changing the NearClip and FarClip values in the Camera/Settings tool.  If you want a really small image something like 2000 for near and 100000 for far should work.  The character will probably disappear in the 3d view though so when you're done with the sprites just click the Invoke button on CameraSettings::UpdateScale to reset the clip planes.
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jdforce
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Re: Sprite generator
« Reply #3 on: March 13, 2007, 08:34:57 PM »

Oki Doki.
The grid option would be fine for me if the tiles are same size, don't mind the empty space.

Thx,

Jd
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Slenkar
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Re: Sprite generator
« Reply #4 on: April 03, 2007, 11:30:27 AM »

hi i would like the option of laying out the anim frames by ANGLE
they are layed out by animframe at the moment.
« Last Edit: April 03, 2007, 12:34:39 PM by Slenkar » Logged
fragmo
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Re: Sprite generator
« Reply #5 on: April 03, 2007, 06:10:57 PM »

Alright, I'll try to work that into the next release
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Slenkar
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Re: Sprite generator
« Reply #6 on: April 04, 2007, 09:02:37 AM »

thanks, also it would be useful to choose the colour of the shadow, my game engine only allows black as the mask color, so I cant see the shadows.
thanks for this great addition to fragmotion

also I just thought, you could do an outline
(duplicate the character mesh, increase its size a little,color it black(or a choice of colours), and reverse the triangles)
to make the images look more cartoony
« Last Edit: April 04, 2007, 04:21:22 PM by Slenkar » Logged
fragmo
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Re: Sprite generator
« Reply #7 on: April 04, 2007, 05:34:12 PM »

I'll add those to the todo list

thanks,
dave
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Slenkar
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Re: Sprite generator
« Reply #8 on: April 28, 2007, 09:29:08 PM »

hi I tried to make some sprites from a static object but it didnt appear in the 'create sprites'window
is it possible to create sprites from an un-animated mesh?
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fragmo
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Re: Sprite generator
« Reply #9 on: April 29, 2007, 10:32:54 AM »

It should work,  have you tried adjusting the scale or overhead angle?
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Slenkar
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Re: Sprite generator
« Reply #10 on: April 29, 2007, 06:22:59 PM »

I tried adjusting the scale but I just got a blank screen
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fragmo
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Re: Sprite generator
« Reply #11 on: April 29, 2007, 09:12:20 PM »

In the Model pane, could you select the Mesh object and tell me the radius of the mesh.  There was a problem in a previous version where very small models would be completely clipped by the far z clip plane when creating sprites.
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Slenkar
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Re: Sprite generator
« Reply #12 on: April 30, 2007, 06:02:06 AM »

the radius is 61, pretty big
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fragmo
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Re: Sprite generator
« Reply #13 on: April 30, 2007, 11:26:24 PM »

Is the model positioned near the origin?
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Slenkar
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Re: Sprite generator
« Reply #14 on: May 01, 2007, 06:58:40 AM »

yes
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