It's probably not the best way, but this is how I do it.
I split my viewports, try to give each one an equal zoom level and angle each view appropriately to the directions i want to capture. I take a screenshot of the screen, copy and paste each view with a turqoise background, convert to the game's pallete (if 8-bit color is absolutely necessary), and then go to the next animation frame and repeat until all sprites are finished and animated.
I currently have no problem with this way and i'm fine, just curious on how you guys would go about getting cgi models into directional sprites (ala DOOM, Duke, etc)
Disclaimer: the model seen here is out of date, so no critique on the mesh please. It's only provided as an example (I have no intentions on making fb's head a sprite
)
Replies
Set environment colour to 255,0,255 or whatever for transparency. Render. Could set up a Video Post thing to combine all the frames and save out. Although I've never felt the need for rendering out 3d models to sprites.
http://dynamic.gamespy.com/~polycount/ubb/Forum8/HTML/002224.html
Pictures are dead, but there was a lot of good advice in it.
Well, I'd save time and rotate my cam around the model, render to animation as a sequence of TGAs.
[/ QUOTE ]
this seems to be the simple way, why not do it like that?
(BTW I think pure PINK is the accepted standard for transparent, at least thats what I use when doing sprites for interactive tv and tile maps)
[ QUOTE ]
Well, I'd save time and rotate my cam around the model, render to animation as a sequence of TGAs.
[/ QUOTE ]
this seems to be the simple way, why not do it like that?
[/ QUOTE ]
Because the sprite will look wobbily if the camera angles aren't exactly the way they were before, could cause alotta problems with the quarter-angles.
[ QUOTE ]
[ QUOTE ]
Well, I'd save time and rotate my cam around the model, render to animation as a sequence of TGAs.
[/ QUOTE ]
this seems to be the simple way, why not do it like that?
[/ QUOTE ]
Because the sprite will look wobbily if the camera angles aren't exactly the way they were before, could cause alotta problems with the quarter-angles.
[/ QUOTE ]
circular spline, align camera to spline