SpriteOrbit

Trueway Product · Blender extension · v1.0.0 release build ready

One model. Build your army.

Turn 3D animation into sprites for your game. Render views together, keep a consistent look and update your character without reworking every frame by hand.

A Mutant exported with SpriteOrbit and an army of 2D characters
From one character to an entire army.Sprites from your 3D model. Scene shown with the optional Unity runtime.

Less repeated work

More views and animation from one source.

01

Consistent framing

Preview and export use the same camera setup. Choose 1, 2, 4, 8 or 16 directions.

02

Update what changed

Bake What Changed checks animation states and passes, reusing current files and rebuilding stale output.

03

Images and data together

Atlases include direction, frame, timing and motion metadata. Add the passes you need for lighting or masking.

How it works

Model → preview → export.

  1. 01

    01 Choose the model and animation

    Use your rig, object or Collection. Add the animations you want to use in your game.

  2. 02

    02 Check the views

    Set directions and resolution. Preview Camera and Measure Framing help check the silhouette before rendering.

  3. 03

    03 Bake and inspect

    Bake What Changed writes atlases and JSON. Use Show Preview to inspect the baked frames.

    Illustrated Quick Start

Your character in motion

The same character. Motion from every side.

A Mutant animation exported with SpriteOrbit. The preview plays baked 2D frames from four sides; no live 3D model is rendered here.

View 1/4
View 2/4
View 3/4
View 4/4
12 FPS · 256×256 px · Open the Mutant atlas

Export your own character

The Quick Start takes you from your model and animation to an atlas and engine metadata.

Quick Start

Bake What Changed

Edit the character. Update the sprites.

Edit the material in your 3D source, then run Bake What Changed. This example shows the Mutant actually rebaked after changing its material tint.

What needs rendering again?

The scope depends on the edit: camera or atlas layout changes can invalidate more data than a material color change.

Selective baking reference
Mutant before the material editBefore the edit
Mutant after the material edit and rebakeAfter rebaking
Same model and camera. Material tint changed in Blender, then exported again with Bake What Changed.

Compatibility and status

A Blender extension. Unity as a separate package.

Blender 4.2+
Version 1.0.0. This Quick Start and the new render were checked on Blender 5.2.1 LTS. Production baking uses Cycles.Versions and limits
Optional Unity runtime
The release package was validated on Unity 6000.3.24f1 / Windows D3D12. The million-unit benchmark comes from a separate development branch.Unity status and benchmark conditions
Atlases and JSON format
Eight output passes and a documented integration format. A complete Unreal importer/runtime is not currently available.Passes and exported files

FAQ

Before your first export.

Do I need a rig?

A rig is used for skeletal animation. Objects, hierarchies and Collections can also be baked as a Static Snapshot.

Can the game control movement?

Yes. Locked in Cell exports movement as metadata; Travel in Pixels keeps it in the image. Playback depends on engine integration.

Is this a full spherical impostor?

The current version samples directions at one camera elevation. Full spherical sampling is outside its scope.

Where can I get the product?

The 1.0.0 build is validated. Join the waitlist for availability updates while the marketplace listing is pending.

SpriteOrbit

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