Workflows ·

Sprite · mesh → atlas

Step two: that mesh becomes an animated atlas the game can load.

What this is

Step two. The confirmed mesh is posed for idle, walk, dash, attack and disabled by a whole-body puppet rig, rendered in every heading through one fixed isometric camera, and packed into the game's atlas format.

It only ever starts from a finished step-one job — never on its own — because the thing it needs is a mesh somebody has already looked at and approved.

Running it yourself

op: "atlas" on the same worker (gpu/hunyuan3d-worker/), which runs Blender headless for the renders. motion.walk_k / dash_k and the QA thresholds in the file below are literals to tune. Host it on RunPod.

Not switched on here yet.

You give it

  • A confirmed mesh from step one
  • Which states and headings you want

You get back

  • A sprite pack in the game's atlas format
  • Contact sheets and animated previews per state

Set “front is here” on the step-one card before animating. Getting the facing wrong means re-rendering everything.

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