Open Dev Kit Documentation :: Sprite Editor
In the Sprite Editor you can create, edit and animate all of your project's graphical content files, both 2D and 3D. It supports a wide range of image formats and provides a canvas for creating tile-sets, defining animation sequences, and setting up character poses and animations.You can navigate the sequence preview area using a combination of various mouse + keyboard buttons:
Middle Mouse Button – pans/moves the camera in the preview
Scroll Wheel – zooms the camera in and out
Shift + Middle Mouse Button – changes the camera's Z position (height)
Ctrl + Middle Mouse Button – changes the camera's orientation
Creating & Importing Image/Model Files
To create a blank image, click on the "Create Blank Image" button to add a blank image to your sprite animation. Immediately after adding it, your default image editor (set in the user options) will open, allowing you to directly edit the image you just created.You can import image or model files by clicking on the Import Images/Models button and picking one from your device to add to your selected sprite animation.
Adding Created Images/Models on the Sequencer
To add a created image/model to the sprite sequencer, make sure you have it selected on the list, and then click anywhere on the sequencer preview canvas for it to be added in the center/origin (0, 0, 0) of the canvas.Animating Using the Track Sequencer
In the track sequencer, you can create smooth or instant transitions between frames/segments to animate a sprite by editing a track on the sequencer. Each node (displayed as a circle) represents the position/orientation/scale of that track's sprite. To add a new node, select a segment on the track by clicking on it, and set the sprite's desired transformation by changing it either on the preview or the properties window. You can shift a node's position on the track list by clicking and dragging it to another segment. To remove a node, simply right-click it.Toolbar
- Create Blank Image
- Creates a blank image in the selected tile
- Create Blank Animation Frames
- Creates blank animations frames for the selected sprite pose
- Import Images/Models
- Imports graphics or 3D models from your device in the selected tile
- Import Animation Frames
- Imports animation frames from your device for the selected sprite pose
- Paste Images/Models
- Places graphics or 3D models stored in your clipboard in the selected tile
- Paste Animation Frames
- Places animation frames stored in your clipboard for the selected sprite pose
- Add Images to Animation
- Adds images to an existing animation sequence for the selected sprite pose
- Show Relevant Assets
- Displays assets relevant to the tile
- Show All Tile Assets
- Displays all existing tile assets
- Show All Sprite Assets
- Displays all existing sprite assets
- Add Box Collision
- Creates a rectangle collision box around your sprite in order to give it substance in-game
- Add Capsule Collision
- Creates a capsule collision box around your sprite in order to give it substance in-game
- Add Attachment Point (eg: Item Holding)
- Creates different attachment points for sprites so that they can dynamically carry graphics (such as items, weapons). The placement of attachment points is where the graphic will appear on the sprite in-game. The position and rotation of each attachment point can also be retrieved via scripting
- Preview Sequence Once
- Plays the animation sequence once
- Preview Sequence Looped
- Plays the animation sequence and then continues to loop it until stopped
- 3D Perspective View
- Changes the view of the sprite editor canvas to 3D perspective
- Screen/Orthogonal View
- Changes the sprite editor canvas to use orthographic projection/2D view (no depth)
- Snap to Time/Segments
- When enabled, the timeline cursor will snap to the mouse cursor in intervals defined by snap and segment values. Otherwise, it'll freely position to where the cursor is pointing at
Animations
List of all animations for the selected tile and sprite poseSequence
Toolbar containing sprite sequence toolsPreview
Main area for viewing and editing the position/scale/orientation of the spritesTrack Time
Textbox for inputting the exact time of the track to jump toTrack Snap Time
Textbox for inputting the snap time-interval when editing the track timeline with the cursor. Directly tied with snap track segmentsTrack Snap Segments
Textbox for inputting the segments interval for time snapping when editing the track timeline with the cursor. Directly tied with snap track timeTracks
List of all animation tracks for the selected tile and sprite poseTiles
List of all tiles/poses/directions for the loaded resourceImport Sprites
Opens the sprite importer, allowing you to mass-import tiles quickly and efficiently from large sprite sheets and other graphics stored in your devicePoses
List of all poses for the selected tile, based on project optionsDirection
Determines which sequence is used based on the object's orientationCut
Copies the selected tile in the clipboard while also removing it from the tile listCopy
Copies the selected tile in the clipboardPaste
Places the stored tile from the clipboard in the tile listDelete
Deletes the selected tile from the tile listCut
Copies the selected pose in the clipboard while also removing it from the pose listCopy
Copies the selected pose in the clipboardPaste
Places the stored pose from the clipboard in the pose listDelete
Deletes the selected pose from the pose listOrientation
Changes how the pose will be oriented in spaceCut
Copies the selected pose in the clipboard while also removing it from the pose listCopy
Copies the selected pose in the clipboardPaste
Places the stored pose from the clipboard in the pose listDelete
Deletes the selected pose from the pose listPop-up Context Menu
- Cut
- Copies the selected track in the clipboard while also removing it from the track list
- Copy
- Copies the selected track in the clipboard
- Paste
- Places the stored track from the clipboard in the track list
- Delete
- Deletes the selected track from the track list
- Shared with whole Tile
- Allows the collision shape to be shared across all poses and directions contained in the same tile
- Shared with all Poses (Orientation-specific)
- Allows the collision shape to be shared with all of the sprite's poses, but with only a specific orientation
- Shared with all Orientations (Pose-specific)
- Allows the collision shape to be shared with all of the sprite's orientation, but with only a specific pose
- Just this Pose/Orientation
- The collision shape will not be shared with any other pose or orientation
If you think anything is missing, please feel free to: submit documentation feedback on this page