Getting Started
Requirements, installation and first bake.
Open sectionSpriteOrbit Documentation
This is the usage layer for SpriteOrbit: how to configure the Blender extension, produce directional sprite actors and understand the files it writes.
Contents
Start with Getting Started for the first bake, then use the remaining sections as a reference.
Requirements, installation and first bake.
Open sectionArmature, Mesh, Empty hierarchy, Collection and Static Snapshot.
Open sectionActions, FBX import, markers, looping and root-motion modes.
Open sectionDirections, projection, preview and framing.
Open sectionLit Color, Ground Shadow, 2D Normal, Material ID, Emissive, AO, Roughness and Depth.
Open sectionSelective state/pass rebaking and validated reuse.
Open sectionUnit manifest, per-state metadata and runtime contract.
Open sectionTested Blender versions and current integration status.
Open sectionFirst checks for common setup and bake problems.
Open sectionGetting Started
SpriteOrbit 1.0 requires Blender 4.2 or newer. Blender 4.5 LTS and Blender 5.1 are the primary tested release families.
Install the release ZIP through Edit > Preferences > Get Extensions > Install from Disk, then open the SpriteOrbit tab in the 3D View sidebar.
The release package includes SpriteOrbit_Robot.blend configured with Idle, Walk, Attack and Death.
Each state writes atlas files and per-state JSON; the actor also writes
Subjects
Subject selection defines which meshes participate in framing, baking and pass generation.
Rigged subjects use Blender Actions and may export authored travel through root_delta according to the selected motion mode.
A root Mesh can be baked without a rig. Its mesh descendants are part of the subject hierarchy.
An Empty with mesh descendants can group a non-rigged actor without introducing a skeletal rig.
A Collection can be the authoring Subject. SpriteOrbit recursively gathers Mesh objects from nested child Collections and exports the existing OBJECT runtime contract.
OBJECT subjects may use an actionless one-frame state. SpriteOrbit does not invent root-motion data for them.
Animations
A rig state can reference an existing Blender Action and carry its own frame range, FPS, loop flag and motion mode.
Import selected FBX clips instead of having to ingest every file in a folder.
A long Action/timeline can be divided into separate states using markers.
Imported clips are evaluated for looping behavior so one-shots are less likely to ship as looping states by accident.
During measurement and bake, SpriteOrbit isolates the chosen Action from the NLA stack and restores the artist state afterwards.
Motion
Pick the mode based on whether the runtime or the sprite pixels should carry movement.
Removes planar travel from the pixels and exports it in root_delta. Typical for looping Walk/Run when the game moves the actor.
Also exports vertical travel. Useful for compact jump cells when the runtime will apply root_delta.z.
Keeps authored movement inside the sheet. Useful for one-shot motion that should visibly cross the cell, accepting a larger frame.
Directions, Camera & Framing
Output Passes
Lit Color is the main directional atlas. Ground Shadow can be delivered as a separate atlas or baked into the color output.
View-space 2D normals for runtime lighting and material-group IDs for masking/effects.
Linear material-derived emission luminance and source roughness for supported/common shader setups.
Actor-local ambient accessibility plus normalized linear view distance with near/far reconstruction values in metadata.
Bake What Changed
SpriteOrbit tracks layered fingerprints for layout and individual passes. Bake What Changed evaluates which included states and passes are stale, missing or still current.
Existing output is reused only when its stored fingerprint and required layout/dimensions still match the current contract. A full bake remains available when you want to rebuild deliberately.
SpriteOrbit Format v1
A bake writes
The unit manifest summarizes states and pass filenames. Per-state metadata contains frame rectangles, camera fit and motion information used for detailed runtime playback.
Compatibility & Integration
Troubleshooting
Use Preview Camera and Measure Framing, then review cell size and framing margin before a full bake.
Review the atlas-size warning and reduce frame rate/range, direction count or cell resolution where the art direction allows it.
Confirm the state references the intended Action/frame range and review the loop/one-shot result for imported clips.
Current builds isolate the selected Action from NLA during measurement and bake. If unrelated NLA still changes output, capture a minimal file and report it.
A layout-level change intentionally invalidates every pass that depends on that layout.
Treat FORMAT.md and the schemas as the contract. Do not infer runtime behavior only from PNG file names.
Next
Return to the product page for the commercial overview, visual demos and release status.
SpriteOrbit product page