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montage "Sprites/file*.png" -geometry +0+0 -tile 8x -background rgba(0,0,0,0) -quality 100% Sprite_x_8x.png
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montage "Sprites/file*.png" -geometry +0+0 -tile x8 -background rgba(0,0,0,0) -quality 100% Sprite_x_x8.png
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montage "Sprites/file*.png" -geometry +0+0 -tile 8x -background rgba(0,0,0,0) -quality 100% Sprite_x_8x.png
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montage "Sprites/file*.png" -geometry +0+0 -tile x8 -background rgba(0,0,0,0) -quality 100% Sprite_x_x8.png
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magick "Input/*.png" -background none ^
( -clone 0--1 -layers merge ^
-set option:cropper "%%[@]" +delete ) ^
-crop %%[cropper] +repage ^
MIFF:- | magick montage MIFF:- -background none ^
-tile 2x2 -geometry +0+0 Output\best_spritesheet_2x2.png
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magick "Input/*.png" -background none ^
-rotate 90 ^
Input/rotated_90_%%04d.png
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magick "Input/*.png" -background none ^
-flop ^
Input/flop_%%04d.pnge
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"C:\Program Files\ImageMagick-7.0.8-Q16\montage.exe",
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"montage",
Don't forget this part:JesseDGamer wrote:My problem now is that it's removing transparency from all the output images no matter what color I choose for the background... I've done a little research and found it might be a bug with montage.exe. Idk.
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-background none
darkfrei wrote: ↑Wed Jan 17, 2018 9:45 pmIf your sprites have too big alpha border, it can be cropped with this script:How to use: place your sprites to Input folder and start .bat-file.Code: Select all
magick "Input/*.png" -background none ^ ( -clone 0--1 -layers merge ^ -set option:cropper "%%[@]" +delete ) ^ -crop %%[cropper] +repage ^ MIFF:- | magick montage MIFF:- -background none ^ -tile 2x2 -geometry +0+0 Output\best_spritesheet_2x2.png
Factorio_IMagick_best_spritesheet.7z
...
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magick "Input/*.png" -background none ^
( -clone 0--1 -layers merge ^
-set option:cropper "481x337+328+315" +delete ) ^
-crop %%[cropper] +repage ^
MIFF:- | magick montage MIFF:- -background none ^
-tile 2x2 -geometry +0+0 Output\best_spritesheet_2x2.png
pause
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magick "Input/*.png" -background none ^
( -clone 0--1 -layers merge ^
-set option:cropper "%%[@]" +delete ) ^
-crop %%[cropper] +repage ^
MIFF:- | magick convert MIFF:- -background none ^
-adaptive-resize 128x128 -gravity center -extent 128x128 best_icon_128b.png
pause
there is one thing, even if blender have new update, it not meas you must use that new oneKalshion wrote: ↑Tue Oct 22, 2019 7:24 pmI hate bumping up very old threads, but my search through the forums hasn't been very good.
Blender recently had a major update to their UI, and I'm wondering if anything in this thread no longer applies (I noticed in the images it uses Blender Internal which doesn't exist anymore)
Can you adjust it to use this code? Here is a special cropping before the spritesheet.jmattspartacus wrote: ↑Sat May 09, 2020 6:36 amLastly, the spritify tool wasn't working for 2.8, so I updated it
https://github.com/jmattspartacus/blender_spritify
I'll make a separate forum post about updating it.
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magick "Input/*.png" -background none ^
( -clone 0--1 -layers merge ^
-set option:cropper "%%[@]" +delete ) ^
-crop %%[cropper] +repage ^
MIFF:- | magick montage MIFF:- -background none ^
-tile 2x2 -geometry +0+0 Output\best_spritesheet_2x2.png
Thank you so much, SkaceKachna! that was extremely useful guide.SkaceKachna wrote: ↑Tue Aug 12, 2014 9:21 pmThis guide was created for Blender 2.66a, but should apply to any other version (UI might hav....
Thanks, it was to easy to make the proper shadowcatcher. I've made very easy model for example.DeathApocalypse wrote: ↑Sun Jun 21, 2020 3:54 amThank you so much, SkaceKachna! that was extremely useful guide.
in blender 2.8 with Eevee renderer it was a bit different, but still easy.
btw I've updated the script to work with blender 2.8
Download the updated script here.
Watch this video of how to make shadow-catcher
1 meter (or 1 unit) is 32 and 64 pixels for low and high resolutions. The tile size.Phantom329 wrote: ↑Tue Sep 08, 2020 8:10 amWhat is the scale in Blender compared to the game? I will be importing models from SolidWorks using mm scale.