Here's the main things that changed:
- The batch-rendering process has been overhauled. It's no longer tied to animation frames, meaning you can now use keyframe interpolation in animated sprites with multiple angles. Instead, a Python script is included in the .blend file, which will automatically render every angle of every frame, even using the correct filenames. It's somewhat rough on the edges, but it should work well enough.
- I've included a material node group which will...
It's not an addon you install. You just make a copy of the .blend file and use it as a starting point.I have installed the template and I couldn't find the features the template has added. I have been searching in the menus alot and didn't find anything renewed. Have an update for this script in Blender 2.90.1 (Windows)
This fixes the oversights I mentioned previously. Setting the sprite name is no longer omitted from the instructions, and I also added support for case-sensitive file systems, which I imagine most of you are using. It now does a simple test to check whether or not filenames in the output directory are case-sensitive. If they are not, it creates frames 'a' and up in a subdirectory so as not to overwrite the frames with uppercase letters.
Also, I just found out about...
Set the frame number of the frame you want in the Start and End boxes in the bottom right corner of the viewport. Right now, they're both 1, so Blender's only rendering what's on frame 1.Any idea how I render a specific frame and nothing more? I'm having trouble with this, as I'm using a pre-ripped model with a lot of custom animations, and it keeps rendering this one
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