Browse / comfyui
Sprite · mesh → atlas — ComfyUI workflow
Step two: that mesh becomes an animated atlas the game can load.
By Plops · Updated
Sprite · mesh → atlas
Step two: that mesh becomes an animated atlas the game can load.
What it takes
- A confirmed mesh from step one
- Which states and headings you want
What it gives back
- A sprite pack in the game's atlas format
- Contact sheets and animated previews per state
What actually runs
- The mesh is posed for idle, walk, dash, attack and disabled by a whole-body puppet rig.
- Every pose is rendered through one fixed isometric camera so the set is consistent.
- Frames are packed into the atlas format the game looks up by slug.
Worth knowing. Set “front is here” on the step-one card before animating. Getting the facing wrong means re-rendering everything.
Running it
The .json attached to this listing is the graph itself — the one the Forge runs, not a tidied-up copy. Values in {{double braces}} are the placeholders filled in per job; replace them with real values and it runs in any ComfyUI new enough for the nodes it uses.
Full setup — the model manifest, the directories, the traps — is at /workflows/sprite_atlas.
Licence and credit
The graph is ours and you may use it for anything, including commercially. The models it loads are not ours: each carries its own licence from whoever trained it, and that is the one that governs what you may do with the output.
License: MIT (the graph); models keep their own