Yeah i could render, but its for project, so ill be using alot of sprites, and to make sure they are all the same angle and ect. would be a pain
and thanks Vig your always helpful!
Edit* I dont think these are going to do the trick, im thinking of more like spriteforge, it will import my .x file and i can set the camera angles with a click of a button, 45 degrees ect. and it will render my mesh as a image file.
What software are you using though? Does it render out animation frames as images? Getting isometric camera angles is easy enough. I agree that it's less automated but it works, plus you get a bit more flexibility with the lighting and render quality.
Also, why not use SpriteForge Lite?
"Spriteforge lite is a fully functional version for small sprites up to 2500px. The only limitation is any sprite larger than 2500 pixels will be watermarked."
I dont use spriteforge, because i need the render output a little bigger than that, it water marks it at 64 x 64 and up, and as you mentioned the rendering quality isnt all that good, i tried playing around with cameras and circle splines to work out a angle system but i failed lol, if you could explain a decent wait to render a certain angle and keep it constant i could use 3d max to do what i need instead of using a 3rd party app
Atm i only really need to render static objects, no animations. frag motion is an animation app if im not mistaken it would cater much for a static mesh will it?
EDIT* does anyone know how to render in 3d max at a certain angle and rotation, I want to render all my outputs at say 45 degrees, front back left right ect. i have tried playing with the cameras, but i have no way of messuring.
I never did quite get max to render seamless tiles, had to do a lot of manual cleanup. But for objects, it worked out alright. Just keyframe a dummy to rotate 45 degrees along the vertical axis, parent your objects to that swapping them out at the end of every sequence, and you have your multiple views.
aside from the orthographic projection setup (many people prefer 30° or 45° rotationX setups) the rest could be done using maxscript or simply by defining 1 scene setup and then merge or xRef each object/ animation to that scene.
once rendered merge it with glueIt.
If I would have more time I propably would write a maxscript myself as I need it as well atm. but once you have your workflow stitching them together each time with glueIt and setting up each time the render ouput folder is ok.
graphics gale has the ability to load avi files in and break it apart into frames, however, I don't think it has the ability to organize the frames into spritesheets... if I could write japanese, I would love to contact the creator to add this feature...
what you can do though is create a grid and lock to grid positions so the cutting and pasting is pretty quick.
Costs 20 bucks or so for the full version, I think it's money well spent for a spectacular gif animator that supports layers and frames.
Replies
and thanks Vig your always helpful!
Edit* I dont think these are going to do the trick, im thinking of more like spriteforge, it will import my .x file and i can set the camera angles with a click of a button, 45 degrees ect. and it will render my mesh as a image file.
Also, why not use SpriteForge Lite?
"Spriteforge lite is a fully functional version for small sprites up to 2500px. The only limitation is any sprite larger than 2500 pixels will be watermarked."
http://www.fragmosoft.com/forum/index.php?topic=91.0
EDIT* does anyone know how to render in 3d max at a certain angle and rotation, I want to render all my outputs at say 45 degrees, front back left right ect. i have tried playing with the cameras, but i have no way of messuring.
http://boards.polycount.net/showthread.php?t=34360
I never did quite get max to render seamless tiles, had to do a lot of manual cleanup. But for objects, it worked out alright. Just keyframe a dummy to rotate 45 degrees along the vertical axis, parent your objects to that swapping them out at the end of every sequence, and you have your multiple views.
aside from the orthographic projection setup (many people prefer 30° or 45° rotationX setups) the rest could be done using maxscript or simply by defining 1 scene setup and then merge or xRef each object/ animation to that scene.
once rendered merge it with glueIt.
If I would have more time I propably would write a maxscript myself as I need it as well atm. but once you have your workflow stitching them together each time with glueIt and setting up each time the render ouput folder is ok.
what you can do though is create a grid and lock to grid positions so the cutting and pasting is pretty quick.
Costs 20 bucks or so for the full version, I think it's money well spent for a spectacular gif animator that supports layers and frames.