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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