carta
sprite-sheet-to-x3d(1)

sprite-sheet-to-x3d1

Convert spritesheet files into x3d files

Overview

sprite-sheet-to-x3d: Convert spritesheet files into X3D files.

Usage:

sprite-sheet-to-x3d [OPTIONS]... <spritesheet> <output>

Available options are:

-h / --help

Print this help message and exit.

-v / --version

Print the version number and exit.

--fps=<single>

How many frames per second does the animation have. Determines the animations duration (TimeSensor.cycleInterval values in the X3D output).

Supported input file formats:

- Starling (.xml). Fully supported.

- Cocos2D (.plist). Covered most of the important stuff.

Rare features (like rotate, polygon sprites) are not supported, but they can be added easily, please submit a request!

Notes:

Animation frames must be named "XXX_YYY", where:

- XXX: Frame name, start with a letter, will be used as animation name.

- YYY: Frame number.

For example: slime_01.png, slime_02.png...

By default anchor will be placed at the center of the sprite if the tool didn't found it in spritesheet.

Developed using Castle Game Engine. See http://castle-engine.sourceforge.io/ for latest versions of this program, sources and documentation.

History

  • Debian 11 (Bullseye): the text shown here
  • Debian 10 (Buster)

From fp-units-castle-game-engine 6.4+dfsg1-7 in Debian 11 (Bullseye). Parsed by carta from the page's man source.