Also, It would be nice to have some blank materials, so we can just pick a color and apply. Shaded exactly like the Player Skin material but we can change the color, with the option to be able to change the colors of the shading and highlights.
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 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.