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.