INSTRUCTIONS:

1. Delete the sample model, or clear the checkbox next to its collection
   in the Outliner window.

2. In the Scene Properties tab (looks like a cone and some circles,
   above the globe icon) expand "Custom Properties" if it isn't al-
   ready. Set "Angle Mode" depending on the number of angles you want
   to generate sprites for.

    - If you're creating an object that looks the same from all sides,
      set Angle Mode to 0.
    
    - For an object that is symmetrical (as most player sprites are) set
      Angle Mode to 3. (This is the default.) Sprites will be generated
      for nine different angles: a front view, a back view, and seven
      views of the left side. SRB2 can automatically mirror the sprites
      to display the view from the right.
    
    - If you need all 16 angles to be generated, set Angle Mode to 4.
    
    - Alternatively, you can set Angle Mode to 1 or 2 respectively, in
      place of 3 or 4, if you only need 45° angular steps. This will ren-
      der sprites at only five or eight angles respectively.

3. In the same section, set "Sprite Name" to the desired four-character
   identifier for your sprite. Do not include the "SPR_" prefix.
   
4. Create or import your desired mesh.

    - Use +X as the forward direction.

    - Use the "Player Color" material for any parts that you would like
      to change color according to the selected skin color.
    
    - When building your own materials with the node editor, you can
      connect a shader to an instance of the "Player Color Ramp" node
      group to have the color apply there. More generally, you can also
      use the "Map to Palette" node group to automatically fit colors to
      a specific palette range.

5. Press 0 on the numeric keypad to display the camera view. This is
   the area that will be rendered into your sprites.

6. In the Output Properties tab (the printer icon underneath the camera
   one) put the size of the sprites you want in the Resolution X/Y
   fields.
   
7. Make any necessary adjustments to get the view how you want it.

    - Make sure the center of your mesh is at the origin point.

    - All eight angles are laid out as animation frames. Pressing the
      Play button on the timeline will cycle through them very rapidly,
      so you can ensure they all fit. If you plan on using the short-
      hand sprites (A2A8, etc.) you can ignore frames 6-8; set the End
      frame to 5 in this case.
    
    - As well as adjusting the scale of your mesh, experiment with
      moving the Focal Point object and the camera.

8. Select the "Render Sprites" workspace using the tab at the top.

9. You will see a window with some Python code. Don't worry if you don't
   know Python; just click the button at the top of that section that
   looks like a Play button.

    - Each angle of each frame will be saved as a .PNG file in the out-
      put folder. This is the "render" folder in the same location as the
      .blend file; if this folder doesn't exist, it will automatically be
      created.
   
    - If you're generating a lot of frames, especially with a high angle
      count, Blender will appear to freeze. It is recommended that you r
      Blender with the command prompt window visible; I think this is the
      default on Windows, but not on macOS or Linux unless you run Blender
      from a terminal. This way, you can see the progress. Alternatively,
      you can open the output folder, so you can see the image files as
      they are saved.

10. Look through the generated files. If they look good, import them into
    SRB2. If you used the color green anywhere (aside from the "Player
    Color" and "Green" materials) make sure none of it was converted to
    shades in the skin color range.
