Turn 3D Shapes into 2D Static or Animated Sprites
by John Kanalakis · 01/29/2009 (5:19 pm) · 21 comments
This is a great solution for Torque X 2D developers looking to get quality content into their games. There are many content packs and 3D models that can be purchased and converted into high-quality sprites for 2D games. Produced sprites can be used for 2D game characters and scene objects, rotating previews of game objects, rotating power-up objects, or even HUD elements, such as inventory items and talking character faces.
* Convert 3D models to 2D sprites - including GarageGames content packs
* Camera adjustment - vertical/horizontal/distance/FOV
* Software Anti-Aliasing to sharpen the source model
* True-color alpha blending along the edges
* Animated sprite sheet creation for DTS shapes (embedded DSQ or DSQ file)
* Static sprite rendering of .X and.FBX models (single frame)
* Variable sized image output to PNG, JPG, BMP
* Saving and selecting camera presets between sessions
* Shape auto-rotation static or animated
* Adjustable model preview window background color
* Animation jog-control to pause and pick a specific animation frame to capture
Again, installation of Visual Studio / Visual C# Express 2008 and XNA 3.0 is required since SpriteWorks remotely invokes MSBUILD to compile art assets in real-time. This makes SpriteWorks a great solution for Torque X game programmers. You can use SpriteWorks to produce sprite sheets for other game engines, but Visual Studio and XNA 3.0 are still required.
More Information
You can find more information about SpriteWorks 1.0 online at the EnvyGames website at:
www.envygames.com/content/?page_id=65
Pricing
SpriteWorks is targeted at independent game developers, so the price tag is a modest $35, which includes free upgrades. Some of the upgrades planned are listed below. A full-source version of SpriteWorks is also available for those few that want to completely customize the tool to add specific features or integrate it into their own development pipeline.
The goal behind the SpriteWorks 1.0 release was to get the basic functionality out there so that developers can start leveraging the benefits right away. The next release of SpriteWorks is already underway and focuses more on visual effects. Specifically, a list of shader effects will be available, such as glow (see image), cartoon rendering, and color blending. Also, lighting with optional shadow mapping and normal mapping will be added.
John K.
www.envygames.com
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.
#2
01/29/2009 (6:34 pm)
This is great John. I've been waiting for this - will be ordering soon!
#3
My previous pipeline included batch rendering images in 3DS Max, trying to get the cameras and everything set up properly, scripting ImageMagick to trim and combine all the separate images into one, then paint.net for final editing.
With SpriteWorks I load up the models (button click), load the animations (button click), click some more buttons to set up the camera, then another to render the final sheet. Then any final editing in paint.net.
From hours to minutes, and it will only keep getting better with each release.
Tom
Starlit Sky Games
my twitter
01/29/2009 (8:29 pm)
I can attest that this is a must have tool for creating sprite sheets from 3d models. Especially if, like me, you're not an artist or well versed in a modeling program. My previous pipeline included batch rendering images in 3DS Max, trying to get the cameras and everything set up properly, scripting ImageMagick to trim and combine all the separate images into one, then paint.net for final editing.
With SpriteWorks I load up the models (button click), load the animations (button click), click some more buttons to set up the camera, then another to render the final sheet. Then any final editing in paint.net.
From hours to minutes, and it will only keep getting better with each release.
Tom
Starlit Sky Games
my twitter
#4
01/29/2009 (10:01 pm)
Awesome stuff! If it's as good as it sounds I'd say it's a must have for 2d devs. looking for a Diablo kind of look!
#5
John K.
www.envygames.com
01/29/2009 (11:55 pm)
Thanks for the great feedback! In our excitement to release this, we didn't prepare a trial version (sorry). That's already being worked on now and should be uploaded in just a bit. This solution evolved out of basic need to leverage our own 3D assets for 2D games. The best part of this philosophy is that we are still working on this solution with even more features on the way. John K.
www.envygames.com
#7
I would always prefer my Lightwave because i have a lot more possibilities. For example MorphMaps. So i dont have to live with the restrictions of the DTS-Format.
01/30/2009 (1:42 am)
Basically a good application ... but ...!!!I would always prefer my Lightwave because i have a lot more possibilities. For example MorphMaps. So i dont have to live with the restrictions of the DTS-Format.
#8
01/30/2009 (5:40 am)
Excellent work, John!
#9
John K.
www.envygames.com
01/30/2009 (10:11 am)
Thank you, everyone. Thomas, supported formats include .DTS, .X, .FBX, and (in the next release) .XSI models. I'm also looking into adding new file types and removing the dependency on VS2008 and make this more artist-friendly as well as feature-rich.John K.
www.envygames.com
#10
01/30/2009 (10:48 am)
nicely done
#11
Your blog states:
> * Animated sprite sheet creation for DTS shapes
> * Static rendering of .X and.FBX models
So what would be needed to get .X and .FXB models to output to sprite sheets?
01/30/2009 (12:20 pm)
Looks like a definite winner.Your blog states:
> * Animated sprite sheet creation for DTS shapes
> * Static rendering of .X and.FBX models
So what would be needed to get .X and .FXB models to output to sprite sheets?
#12
@John Very nice software you have here, Found a bug or two, but you should already have been informed by me earlier.
01/30/2009 (12:35 pm)
@jydog Im guessing at this, and dont shoot me down, but maybe taking a simple screenshot of every frame, since it does use a window to show the model and its current animation. XNA uses .X and .FXB by default, so Im sure it was much easier for them to be displayed then say DTS shapes and 3ds shapes.@John Very nice software you have here, Found a bug or two, but you should already have been informed by me earlier.
#13
Michael, thank you again for your earlier email. I still really appreciate it! I'm working on the bug you pointed out, so you should see that in the next update.
John K.
www.envygames.com
01/30/2009 (1:37 pm)
Exactly, .X and .FBX do render out to a sprite sheet, but only a single frame. The next release will support animated .FBX and .XSI sprite sheets, but the .X format does not contain animation data. I'll also update the description in the original post a bit better.Michael, thank you again for your earlier email. I still really appreciate it! I'm working on the bug you pointed out, so you should see that in the next update.
John K.
www.envygames.com
#14
This looks like a must-have, I'll surely become SpriteWorks user, but...
... I'll have to wait for these two.
But nice work!
01/30/2009 (6:04 pm)
@John,This looks like a must-have, I'll surely become SpriteWorks user, but...
Quote:I'm also looking into adding new file types and removing the dependency on VS2008
... I'll have to wait for these two.
But nice work!
#15
01/31/2009 (1:35 pm)
Is Show Tool Pro recommended before importing your models in the Sprite Sheet Generator?
#16
Thanks and great work,
Will
01/31/2009 (7:06 pm)
Will we see a stand alone version of this software and anytime soon? I would buy it for TGB if it was stand alone but don't know if your planning to make one such as this or not... <?>Thanks and great work,
Will
#17
02/01/2009 (6:24 pm)
A few suggestions:1. Mesh hiding: Hide a specific mesh on the model 2. Mesh mounting: Mount external models to mount points on the base object. 3. Toggle Orthogonal Camera View. 4. Auto Center: Align the camera based on the center of the visible mesh.
#18
edit.
I bought the regular program so I don't have the demo installed anymore but the regular program has problems with them as well.
02/02/2009 (2:35 pm)
I seem to have had problems running the demo. It may have been that I had tried it on some "other" dts models. edit.
I bought the regular program so I don't have the demo installed anymore but the regular program has problems with them as well.
#19
Phil: What would # 1 bring us?
02/06/2009 (9:09 am)
I too definitely vote for Phil's # 2,3 and 4.Phil: What would # 1 bring us?
#20
02/06/2009 (9:12 am)
I've purchased this, just waiting on my software / key. Can't wait to test it / compare it against sprite forge. 
Torque Owner Mike Rowley
Mike Rowley