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Documentation Index

Fetch the complete documentation index at: https://docs.tomblack.ca/llms.txt

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This guide shows the full animation workflow with the current Pixelate inspector.

Before you start

  • A 3D model is in your scene.
  • The model has an Animator.
  • One or more AnimationClip assets are available.
  • A camera frames the model.
  • Pixelate is imported into the project.

Capture the animation

1

Create the capture manager

Select Pixelate > Create Capture Manager and select the new GameObject.
2

Assign Target

Set Target to the animated model.
3

Assign Capture Camera

Set Capture Camera to the camera framing the model.
4

Create a profile

Create or assign a PixelateProfile. Set Render > Cell Size to the sprite resolution you want.
5

Enable Animation

Check the Animation section.
6

Add clips

Add each animation to Source Clips. Leave Speed at 1 unless you want to sample the clip faster or slower.
7

Set Frames Per Second

Start with 12 for retro motion or 20 for smoother motion.
8

Preview frames

Scrub Preview Frame and adjust the camera until the model stays inside the sprite cell.
9

Export

Choose an export folder under Assets/, then click Capture.

After capture

Pixelate saves and slices the sprite sheet. If Normal Map is enabled in the profile, it also saves a matching normal-map atlas. Use Set up sprite animations to turn the sliced sprites into a Unity animation clip.
For consistent sprite alignment, keep the model centered under the capture camera and use the same profile across related clips.