---
name: "sprite-sheet-to-x3d"
section: "1"
platform: "linux"
package: "fp-units-castle-game-engine"
version: "6.4+dfsg1-7"
release: "Debian 11 (Bullseye)"
platforms: ["linux"]
url: "https://new.carta.tech/sprite-sheet-to-x3d"
---

# sprite-sheet-to-x3d(1)

convert spritesheet files into X3D files

## NAME

sprite-sheet-to-x3d - convert spritesheet files into X3D files

## DESCRIPTION

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.
