You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
We should encourage contributors to use a naming scheme for their files. That way, we can ensure that scripts which make use of the assets work the way they're supposed to and allows us to generate sprites in batches. The naming scheme could also be used for objects in blender.
For example, we could require a human readable scheme for elite skirmisher assets in this way:
Filename: elite_skirmisher.blend
Cameras: Camera000, Camera045, Camera090, ... , Camera315 (with Camera000 showing the front of the unit and then going around clockwise)
Doing this ensures that scripts will always find the right camera and sprites can be saved in a similar predictable format such as <blender-filename>_<camera-angle>.png (e.g. elite_skirmisher_090.png) which can be easily parsed by other scripts.
The text was updated successfully, but these errors were encountered:
We should encourage contributors to use a naming scheme for their files. That way, we can ensure that scripts which make use of the assets work the way they're supposed to and allows us to generate sprites in batches. The naming scheme could also be used for objects in blender.
For example, we could require a human readable scheme for elite skirmisher assets in this way:
elite_skirmisher.blend
Camera000, Camera045, Camera090, ... , Camera315
(withCamera000
showing the front of the unit and then going around clockwise)Doing this ensures that scripts will always find the right camera and sprites can be saved in a similar predictable format such as
<blender-filename>_<camera-angle>.png
(e.g.elite_skirmisher_090.png
) which can be easily parsed by other scripts.The text was updated successfully, but these errors were encountered: