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Direction counts that scale with the game style and atlas budget.
Blender extension · Pre-release
Bake rigs, meshes, object hierarchies and Collections into directional sprite atlases with animation data, render passes, shadows and safe Bake What Changed — directly in Blender.

The production problem
A manual workflow works until animation count, directions, data passes and source iterations start multiplying. SpriteOrbit is designed to remove that repeated production work.
Workflow
SpriteOrbit keeps actor setup, animations, camera, preview, baking and metadata in one repeatable process.

Rig, Mesh, object hierarchy or Collection.
Actions, FBX import or marker-based splitting.
Directions, projection, framing and resolution.
Preview Camera, framing and Compare 3D before the expensive bake.
Atlases, passes and metadata ready for the next production step.
Real product capture
A short capture from the current workflow shows the real UI, directional baking and product output.
Directions & camera
Control view count and projection while framing stays consistent between preview, measurement and final bake.
Direction counts that scale with the game style and atlas budget.
Orthographic remains the default workflow; Perspective is optional.
Silhouette measurement, padding and per-animation sizing reduce wasted space.
Check framing and direction before starting the bake.
Subjects
The same pipeline handles animated rigs and static or transform-animated objects.
Animated characters with Actions, NLA-safe evaluation and root motion.
Subject docsSingle meshes and object hierarchies without requiring a rig.
A Collection can be the Subject together with nested collection content.
A static object can be baked as a one-frame state.
Animation workflow

Import selected FBX clips instead of entire folders.
Split a long timeline into separate states using markers.
Automatic detection helps prevent attacks or deaths from looping by mistake.
Each state can carry its own FPS and frame range.
Locked in Cell, Locked in Cell + Height and Travel in Pixels cover different runtime workflows.
NLA tracks do not silently blend into the Actions being baked.
Output passes
Optional data can drive engine-side materials and effects. A runtime does not need to consume every pass.

Lit Color is the main atlas; Ground Shadow can be delivered separately or baked into the color output.
Pass docsView-space 2D Normal for runtime lighting and Material ID for material masking.
Emission mask and source roughness for downstream shading.
Actor-local ambient occlusion and normalized linear depth with reconstruction range.
Bake What Changed
SpriteOrbit tracks output validity per state and pass. Compatible output can be reused safely instead of rendering the entire actor again.
Full rebake
Bake What Changed
Changing one state does not need to rebuild the full animation set.
A Color-specific change does not need to invalidate every auxiliary pass.
An existing atlas is reused only when it still matches the current contract.
Pipeline
Documented engine-ready JSON format. Unity integration is in validation; full Unreal integration is not currently advertised.
States, timing, directions, camera, framing and pass references.
Stabilized modes export the data required to reapply motion outside the sprite.
SpriteOrbit uses a versioned format contract instead of requiring consumers to guess from file names.
Compatibility
Why a dedicated pipeline?
Not every manual pipeline has every problem below. These are common places where automation starts saving time and reducing drift.
Use cases
SpriteOrbit Waitlist
Joining records your interest in SpriteOrbit. The separate consent below allows Trueway to email you about launch, beta access and meaningful product updates.
FAQ
Pre-release
The product page and release build are being prepared in parallel. There is no fake purchase button before a real marketplace destination exists.
Record product interest and launch-update consent in one place.
SpriteOrbit waitlistTools & Automation is the separate service for custom tools, integrations and automation built around a specific production pipeline.
Explore Tools & AutomationBefore launch, product questions and support go through Trueway contact. Include your Blender version, workflow scope and the issue you want to verify.
SpriteOrbit contact