Sprite Sheets V1
€2+
€2+
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Pitched Digital Art
Functionality contained within the three asset groups:
(Duplicate settings are not listed for advanced functions)
Sprite Sheet
- Basic function to transform the UV Map for use as a Sprite Sheet
Settings:
- Tile Count X/Y - The number of tiles to subdivide the image into
- Tile - The currently displayed tile portion of the image
- Sheet Length - Custom number of tiles to consider
- Top Down - The rows start in top to bottom order
Animated Sprite Sheet
- Self contained animation settings to quickly set up motion without keyframes or drivers
Time Settings:
- Rate - Duration in [Rate Mode] on how quickly the tiles switch
- Rate Mode - Seconds (Independent of framerate) / Frames (Time unit per frame) / Minecraft Ticks (1/20th of a second)
- Start Frame - Manual offset from when to start the animation
- Repeat - Number of times to loop the whole sheet (infinite, if set to 0)
Random:
- Randomize - Enable all settings to randomize the same texture being displayed in multiple locations (applies default randomization per object)
- Phase - The maximum decimal offset to apply to the start of each tile, to randomize the time when tiles switch
- Seed - The seed for all random operations
- Custom Attribute - Additional random data to use from other sources (e.g. Geometry Nodes)
Interpolated Sprite Sheet
- Outputs two vectors to blend between the same image texture using a factor (always requires two of the same image texture node and a mix color, to ensure the interpolation)
Interpolation:
- Ease - Intensity of ease-in-out function applied to the blend. Negative values will cause the transition speed up at the start and end
- Interval - Time in [Rate Mode] to hold the current state of an image after each transition
- Interval Step - The amount of interpolations to complete before initiating the pause
1 sale
Three Group Nodes to make Sprite Sheets usable in Blender Shading
Size
1.73 MB
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