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Use animation capture for walk cycles, attacks, idle loops, effects, and any object that needs multiple frames.

Setup

1

Turn on Animation

In the PixelateCaptureManager inspector, check the Animation section. This switches the capture from static image to animation.
2

Assign an animated target

Set Target to the GameObject that has the Animator used by your clips.
3

Add Source Clips

Add one or more entries to Source Clips. Each entry has a clip and a speed value.
4

Set Frames Per Second

Choose how many frames Pixelate samples per second of animation. Start with 12 or 20.
5

Preview frames

Use Preview Frame and the preview controls to check poses before capture.
6

Click Capture

Pixelate captures every Source Clip and exports each one into its own folder.
If Animation is enabled but no Source Clips are assigned, Pixelate falls back to a static image capture.

Output

For a target named Hero and a clip named Run, Pixelate creates:
FileWhen created
Hero/Run/Hero_Run.pngAlways.
Hero/Run/Hero_Run_NormalMap.pngWhen Normal Map is enabled in the profile.
Pixelate imports each atlas as a multiple-sprite texture and slices only the frames used by the clip.

Atlas size

Pixelate arranges frames in a square grid.
frameCount = ceil(clip.length * framesPerSecond / clipSpeed)
columns = ceil(sqrt(frameCount))
atlasWidth = columns * cellSize.x
atlasHeight = columns * cellSize.y
The atlas must stay at or below 4096 x 4096. If validation blocks capture, lower Frames Per Second, reduce Cell Size, increase clip speed, or split the animation into shorter clips.

Source clip speed

Speed changes how quickly Pixelate samples that clip:
SpeedResult
0.5Slower animation, more sampled frames.
1Normal clip speed.
2Faster animation, fewer sampled frames.
Animation capture requires an Animator on the target when Source Clips are assigned.