Sprite Animix. Content. Sprite Animix Version 1.0

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Sprite Animix Content Overview... 2 Usage... 3 Create an animation atlas out of a directory... 3 Create an animation atlas with custom file input... 8 Packing Layout... 14 Horizontal (Rows)... 14 Vertical (Columns)... 14 Interface... 15 General Tabs... 15 Input... 15 Output... 15 Input Tab... 16 Batch... 16 Custom... 16 Output Tab... 17 1

Overview The Sprite Animix Editor-Extension provides you a very simplified workflow for assembling single frame textures into one texture atlas. You can choose from different layout options to arrange the frames either in rows or columns. You can even specify the starting origin of your animation. If you exported the single frames out of an external application like Abobe After Effects, you can easily start a batch process that automatically assembles all images out of a directory you specified. Because of the multi-threading capabilities of the Sprite Animix editor, you can assemble even a 4K texture map within a few seconds. 2

Usage Create an animation atlas out of a directory To create a new animation atlas with image sequences out of a directory, please follow the steps below. 1. Create an image sequence with your favourite programm (e.g. Adobe Photoshop, Adobe After Effects, ) and export the sequence to an empty folder. Best practice To get best performance within your game, export your image sequence with a square number of frames and a square resolution. E.g. 4, 9, 16, 25, 36, 49, 64, 2. Open the Sprite Animix window by clicking Window->Sprite Animix in the main menu. 3. Click on the Input tab at the top of the menu. 3

4. Click on the Batch tab in the menu. 5. Enter the path to the directory you exported your image sequence to, or select it with the open folder dialog button next to the textbox. 6. Go to the Output tab. 4

7. Select an output format from the dropdown-menu. Supported formats are: PNG, JPEG. 8. Select an output folder with the open folder dialog, or by enter the output path directly into the textbox. 9. Enter a filename into the the Filename textbox. Note: Do not enter any file extensions here. 5

10. Due to the fact we exported an image sequence with a square number of frames, we can now enable Auto Dimension to assemble our sprite atlas. The assembler will then automatically compute the appropriate dimension of the resulting atlas. 11. In the Pack Orientation section, click on the horizontal orientation button. That way, the single frames get packed in horizontal order, column by column. 6

12. In the Pack Origin section, click on the top-left origin button to start packing at the topleft corner. 13. Press Generate to start the atlas assembling. 14. After the atlas was successfully generated and saved you will receive a message telling you that all went good. 7

Create an animation atlas with custom file input To create a new animation atlas from scratch, out of Texture2D files from Unity please follow the steps below. 15. Precondition : You have the image sequence already inside Unity. 16. Open the Sprite Animix window by clicking Window->Sprite Animix in the main menu. 17. Click on the Input tab at the top oft he menu. 8

18. Click on the Custom tab in the menu. 19. Check the Use custom textures as input checkbox to enable custom input assembling. 20. Add a new texture slot to the input sheet by clicking on the Plus button to the right. 9

21. Select a new texture out of your Unity project by clicking on Select in the texture preview field. Repeat tasks 5 and 6 for every texture you want to add to your texture atlas. Note that the textures added in the custom tab must have the Write/Read flag enabled. 22. Go to the Output tab. 10

23. Select an output format from the dropdown-menu. Supported formats are: PNG, JPEG. 24. Select an output folder with the open folder dialog or by entering the output path directly into the textbox. 25. Enter a filename into the the Filename textbox. Note: Do not enter any file extensions here. 11

26. Enter the dimensions of the output texture atlas to input fields. E.g. When you have added 16 textures under task 5 und 6, enter here 4x4. 27. In the Pack Orientation section, click on the horizontal orientation button. That way, the single frames get packed in horizontal order, column by column. 12

28. In the Pack Origin section, click on the top-left origin button to start packing in the topleft corner. 29. Press Generate to start the atlas assembling. 30. After the atlas was successfully generated and saved, you will receive a message telling you that all went good. 13

Packing Layout The following illustrations show the different layout options and the output they produce. Horizontal (Rows) Top-Left Top-Right Bottom-Right Bottom-Left 1 2 3 3 2 1 9 8 7 7 8 9 4 5 6 6 5 4 6 5 4 4 5 6 7 8 9 9 8 7 3 2 1 1 2 3 Vertical (Columns) Top-Left Top-Right Bottom-Right Bottom-Left 1 4 7 9 4 1 9 6 3 3 6 9 2 5 8 9 5 2 8 5 2 2 5 8 3 6 9 7 6 3 7 4 1 1 4 7 14

Interface General Tabs Input Configure your input data here. Output Configure your output data, such as layout, format, file path, etc. here. 15

Input Tab Batch When in batch mode, you have to specifiy an input path the animator can read files from. You should use one directory per image sequence. The files within the directory should be numbered. Custom Here you can add single textures out of your Unity project. Note that the textures added in the custom tab must have the Write/Read flag enabled. 16

Output Tab Setting Name Output Format Directory Path Filename Description Select the desired output format here. (PNG, JPG) Enter the output directory path here. The generated atlas will be saved there. Enter the output filename here. Note: do not enter any file extension here. 17

Setting Name Auto Dimension Dimension Pack Orientation Description The assembler tries to keep the output atlas square. This works best if the number of input textures is a square value n*n with n = sqrt(n) where N is the number of files you want to assemble. Enter the desired output dimension here (Columns x Rows). Note: For performance reasons concerning your graphic card, it s recommended that the row amount is equal to the column amount. Choose between a vertical and a horizontal layout. Vertical If set to vertical, the single frames get assembled column by column. Horizontal If set to horizontal the single frames get assembled row by row. Pack Origin Select the start position of the first frame in the animation. Top-Left : Top-Right : The first frame gets placed at the top-left corner. The first frame gets placed at the top-right corner. Bottom-Left : The first frame gets placed at the bottom-left corner. Bottom-Right : The first frame gets placed at the bottom-right corner. 18