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[Blender Add-on] IE AutoSpriter

IncrementisIncrementis Member Posts: 92
edited September 4 in Tools & Plugin Developers
Infinity Engine AutoSpriter is a Blender add-on that automates sprite creation from creature animations.

IE%20Autospriter%20closed.png


This is a work in progress and an alpha release. This means that most things are not implemented and the add-on is subject to heavy changes. Use this add-on with caution!!

Please use the latest version instead of the latest commit.

This is also a learning project focused on my personal use and interest. Suggestions are welcome!

Alpha Version:
  • May not work or only work under special conditions.
  • May not work due to missing information in the manual.
  • May contain issues for various reasons.
  • I am not a Blender or Blender API expert, so this may also cause issues.
  • Only Tested it with blender version 4.0(It may already work on higher versions)

Performance
The 4.0 blend save/template files contain the appropriate settings.
Render engine "Cycles": Render engine "EEVEE":

Key Features
  • Keeps parameters in a Blender file (reduces workflow)
  • Automated rendering
  • Provides steps for better usability
  • Provides many useful parameters
  • To make it work on higher Blender versions

More Information
Post edited by Incrementis on

Comments

  • AciferAcifer Member Posts: 308
    Wow! Amazing project!
  • IncrementisIncrementis Member Posts: 92
    Acifer wrote: »
    Wow! Amazing project!

    Thanks for the compliment :) !
  • IncrementisIncrementis Member Posts: 92
    IE AutoSpriter v0.8.3alpha

    Updates:
    • Fixes add-on installability by reducing metadata.
    • Several trivial Updates/Fixes
  • kimmuryielkimmuryiel Member Posts: 93
    This makes me hope I can export a skeleton mesh with its animations from Maya to Blender (nothing against the latter, I just have an easier time rigging and animating in Maya). Even if I can't, looks like you're poised to revolutionize the BG1/2 modding scene.

    I'm mostly commenting in the hopes I'll get all the updates.
  • IncrementisIncrementis Member Posts: 92
    kimmuryiel wrote: »
    Even if I can't, looks like you're poised to revolutionize the BG1/2 modding scene.
    Thank you for your kind words :) !
    I don't know if that's true, but I hope that the IE modding community and its games will get more (unique) animations in the future by making animation creation a bit more convenient.
  • kimmuryielkimmuryiel Member Posts: 93
    kimmuryiel wrote: »
    Even if I can't, looks like you're poised to revolutionize the BG1/2 modding scene.
    Thank you for your kind words :) !
    I don't know if that's true, but I hope that the IE modding community and its games will get more (unique) animations in the future by making animation creation a bit more convenient.

    I am currently working on a mod where I would kill to be able to easily create custom sprites for her (I'm not convinced ChatGPT can take renders I give it and create BAMs, it tends to overestimate it's capabilities). I'm not actively working on making her a sprite yet though, still in her arc where she looks normal.

    One of the best parts of sprite production for Baldur's Gate 1 and 2 is that you can create the character in BG3 and look on the internet for ways to extract the model from the game and load it up into Blender (or Maya, I would think so that people who aren't good at character modeling--like me--can still get something that looks great. It's still a bit work-intensive, but not impossible) and I'm sure that there are tons of tutorials on rigging and animating in Blender. Your plugin could create an easy way to unlock a whole new area of artistic expression and character ideas in mod making. Imagine the Darian mod if the mod author was able to create a custom sprite with wings!

    Now we just need the BG3 modders to unlock how to make full custom companions like the ones Larian wrote...then things could get VERY interesting with people believably being able to have character mods that go through all three games.
  • IncrementisIncrementis Member Posts: 92
    IE AutoSpriter v0.9.0alpha

    Updates:
    • Adds a blend v4.0 demo file
    • Changes to DIR_PATH
    • Correction of the class register
    • Correction of an incorrect frame index
    • Manual update(may be worth checking!)
  • IncrementisIncrementis Member Posts: 92
    IE AutoSpriter v0.9.6alpha

    Updates:
    • Improves performance on blender save file templates
    • Fixes OSError
    • Some trivial code cleanups
    • Updates readme
    • Updates manual regarding blender save file changes and FAQ section
    • Improves performance on blender demo file

    If you are interested in the performance test results, here they are.
  • IncrementisIncrementis Member Posts: 92
    IE AutoSpriter v0.10.0-alpha

    Updates:
    • Adds a demo blend file and a template blend file to reduce rendering time (EEVEE Issue #19)
    • Updates readme
    • Updates manual
  • IncrementisIncrementis Member Posts: 92
    IE AutoSpriter v0.11.0-alpha

    Updates:
    • A new subsection in Step 4 enables weapon rendering.
    • Weapon rendering is enabled in Step 1.
    • See the manual for more information.
    • Fixed incorrect creature position in Blender after rendering by saving the position before rendering and applying it after rendering.
  • IncrementisIncrementis Member Posts: 92
    IE AutoSpriter v0.11.2-alpha

    Hotfix:
    • Weapon sprites are saved in the correct location

    Update:
    • manual
  • IncrementisIncrementis Member Posts: 92
    IE AutoSpriter v0.11.9-alpha

    Updates:
  • IncrementisIncrementis Member Posts: 92
    IE AutoSpriter v0.17.0-alpha

    Updates:
    • Fixes a bug where the creature collection input field, if incorrect or empty, would cause an error for other animation types
    • Adds a list box for animation types(Available animation types: 0000, 4000, 9000, B000, C000, D000, E000)
    • Disables visible input in the animation step and camera step
    • Adds new cardinal directions to the step camera
    • Resets the toggle buttons to false when changing the animation type. This prevents unwanted sprites from rendering.
    • Changing the animation type adjusts the input visibility in steps 3 and 4. This prevents unsupported options from being selected.
    • The toggle buttons in steps 3 and 4 now gray out or disable all referenced string inputs. This improves usability in terms of visibility.
    • Readme
    • Manual
  • IncrementisIncrementis Member Posts: 92
    edited September 4
    IE AutoSpriter v0.19.0-alpha

    Updates:
    • Adds animation type A000
    • Adds type 1000 monster quadrants
    • The rendered file names for types 9000, A000, B000, and C000 have been corrected to include characters for animation
    • Manual
    • Readme
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