![]() Toss it in a text editor window in Blender, change "object_name" to the name of the object in the scene to rotate, "file_prefix" to whatever you need, and the rest of the options as needed. Rotate_object ( object, 45, rotation_axis )īpy. filepath = absolutepath + file_prefix + str ( i + 1 ) + file_extīpy. abspath ( filepath ) for i in range ( 0, 8 ):īpy. Rotation ( radians ( angle_degrees ), 3, axis )). Rotation ( radians ( angle_degrees ), 3, axis ) obj. Rotation_axis = 'Z' # def rotate_object ( obj, angle_degrees, axis = 'Z' ): if rotation_global : Rotation_global = True # Set axis to rotate around # Object_name = 'Cube' # Enter file prefix below #įile_prefix = 'CUBE' # Enter file extension below #įile_ext = '.png' # Set true if global object rotation, false for local # ![]() However I do believe you don't need a plugin, and this script will do what you need:įrom mathutils import Matrix # Enter object name below # The Luigis were more a proof of concept and can be redone with better lighting. It's probably not that hard to make a script for that, but I have zero knowledge about blender scripting so I am destined to leech off projects like this or do the rendering by rotating and rendering the models by hand. Vanilla Blender have one huge problem and that is lack of automatization for this specific thing of rendering sprites in 8 angles with consistent lightning. I am interested in creating sprites to be as close to DooM and HeXen and this looks like more problems than solutions in the end. Sorry if I sound kinda awful, I don't want to be too critical of hateful. I use light from above and slightly from front a fill light and sometimes a rim light to punch up the volume of the object even more and that is still not enough to make it work without hand modifications. The Luigi sprites looks really washed up and flat. Automatic will choose nearest color regardless of palette range and introduce more color crunching once I try to fix that.Īnd the lightning is another deal breaker. Getting the lightning setup in blender to fully emulate DooM or HeXen style is next to impossible and it needs the hand touchups and hand coloring some parts color from precise palette ranges. It means losing color data and making the editing afterwards even more tedious. Ok, if the palette is forced than it's worthless to me. ![]() ![]() If you do find any bugs though, please let me know! v1.1 already squashed a lot of bugs, but I'm sure there's extra cases I haven't covered yet. However, that's on my pinboard of future feature ideas so I can't guarantee when that'll go in. I do plan on adding in the ability to select a group of lights with Palette Studio, which would then be rotated around the rig for each angle. This provides a large amount of light coverage, while still allowing for some small adjustment lighting to be added. I currently use two sun light sources that are angled down toward the model, with the angles rotated 180 degrees around the Z axis. Additionally, since the sprite colors are already set to the colors of the palette selected, you can be sure that the colors applied to the sprite will also be the same colors in-game or in-editor with the indexed palette applied.įor lights, you can see in the Luigi Imp video at the bottom of the post that lighting can be evenly applied to all sides of the sprite without rotating any light sources. png in the selected output folder, so you can open the sprites up in your image/sprite editor of choice and clean them up as needed. However, if you do still want to modify the color-indexed sprites after rendering you can! All sprite images are saved as. If you need to render without a palette, Blender itself is more than adequate for that. Re: Palette application, that's the main draw of Palette Studio and you won't be able to render out without having a palette selected. ![]()
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