Game Development Community

Spriteworks distortion in TXB

by John Bura · in Torque X 2D · 11/01/2010 (5:30 pm) · 8 replies

Ive been working with spriteworks and I cannot seem to get a clear renders out of it. All of the animations are distorted when I import them into TXB. Has anybody had success with this? Does anybody have any tips?

#1
11/01/2010 (6:30 pm)
Can you post examples of the 'distortions' ?
#2
11/01/2010 (6:37 pm)
http://woollymammothproductions.com/files/distortion test.png
As you can see the legs look distorted. Basically what happens is all of my sprites get pixelated.
#3
11/02/2010 (9:50 am)
So, I will ask the simple questions,(having never use spriteworks)

1.) What is the resolution of your individual animation frame(s)
2.) Is their any resizing of the origninal frame size prior to render(i.e. if you drag and drop it to TXB did you adjust the default "drop-in" size box? )
3.) What is the zoom level of you camera?
4.) If you open the original spritesheet in a basic program like paint does it appear pixelized at 100% zoom? If no, at what zoom level does the same pixelization appear?
5.) what is the format of you spritesheet?
6.)Why is it that rain drops but snow falls?

#4
11/02/2010 (6:53 pm)
1. 128x128
2. I have scaled the animation down a little bit
3. Default
4. There is a little pixelation
5. PNG
6. :P
#5
11/03/2010 (11:33 pm)
Try upping your sprite sheet dimensions just to test. Try like 516x516 of a simple animation but one that would display the same behavior. Create something like a round obj bouncing or diagonal line rotating with no pixelization in the default view of you paint program. See if you get the same pixelization when you load it into your scene. Also, I noticed your player does not show the same pixelization, what are it's spritesheet dims?
PNG format is typically pretty lossless if you preserve the view port dim's it was created in, but of course it is not scaling vector graphics so the: closer you get the more pixelized; the further away the more interperated (can some times appear as pix'ing).
Lastly, I noticed you said you scaled it down a bit from the orig, try just dropping your anim into the scene and not scaling at all are the pix's are still there?


#6
11/04/2010 (9:25 pm)
When you scale things down that have fine lines or details (made up of single pixels) they get distorted/pixelated because the fine details that consisted of 1 pixel are being scaled to something less than 1 pixel. (I'm no pro at graphics, but that's my guess)

Regarding #4: If the original image is pixelated at 100% before adding to the scene, then it'll be pixelated in the game.

I love the new wooly logo! :-)
#7
11/05/2010 (1:36 pm)
Thanks Aaron :)

I have been trying all of these ideas I have been having some success. I For some reason Although I have plans to have an animated character in one of my games. I think Im going to trace it in PS to get a cartoon effect. I might do this with some of my other animations.
#8
11/07/2010 (12:31 am)
I've tried spriteworks in many different sauces but it never works properly, at least not for me.

If you want to use 3D then just render from Maya, Max, Blender or anything else you're using, straight to a png sequence, then compose your spritesheet. For pure 2D a great tool is Anime Studio ;)