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Good evening,
I am trying to make NPCs for my RPG and to do this I am using the file "hero_and_heroine" by Clint Bellanger,
I am using Blender 2.6 and I would like to know how to use Clint's script to assemble the sprites into 1 animation frame.
Have a nice weekend !

https://opengameart.org/content/isometric-hero-and-heroine

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My mistake. I gave you the command for the MinGW64 environment instead of CLANG64, which you appear to be using. Try installing with this instead:

pacman -S mingw-w64-clang-x86_64-imagemagick

Replies: 1 comment · 21 replies

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The blend files have an embedded Python script (you should see it in the text editor pane). But I think it doesn't work with Blender >= 2.6. Here's the updated version that you can replace it with (just copy/paste this into the text editor pane): https://raw.githubusercontent.com/flareteam/flare-game/refs/heads/master/art_src/characters/render8dirs.py

(Note: you might just want to grab the newer 2.6-compatible blend files directly. If you git clone https://github.com/flareteam/flare-game.git, they should be in the art_src/characters/ folder)

You can run the Python script by selecting Text > Run Script from the menu of the text editor. This will render all the frames for all 8 directions into a folder named out. You can then use something like ImageMagick to put all the frames on a single sprite sheet:

montage -background "transparent" -geometry 128x128 -tile 32x8 out/*.png clothes.png

If you want to put the pieces together, you can composite the sprite sheets as layers:

convert clothes.png male_head1.png -background None -compose Over -layers merge male_complete.png
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21 replies
@BuzzLEquerre
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Oh i'm sorry for that,
Capture d'écran 2025-03-08 184110

@dorkster
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That's because ImageMagick's binaries aren't in your system's/MSYS2's $PATH. Where you're using MSYS2, it probably easiest to just install ImageMagick through that:

pacman -S mingw-w64-x86_64-imagemagick

Once that's installed, you should also navigate to the folder where your images will be:

cd /c/Users/rpape/Desktop/Kingdom's Stone/isometric_hero_heroine_blend/

Then you should be able to run the montage command to stitch the individual frames into a single sprite sheet.

@BuzzLEquerre
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Good evening, ImageMagick seems to be installed, only MSYS2 does not seem to recognize the command. I must use "montage" in MSYS2 ?
Capture d'écran 2025-03-09 202351
Or do I need to reinstall MSYS2 for it to detect ImageMagick ?

@dorkster
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My mistake. I gave you the command for the MinGW64 environment instead of CLANG64, which you appear to be using. Try installing with this instead:

pacman -S mingw-w64-clang-x86_64-imagemagick
Answer selected by BuzzLEquerre
@BuzzLEquerre
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Wow !! incredible thank you very much you save me ! With all your help you save me so much time, I will be able to make a lot of NPCS now.
The next step will be the enemies. Thanks again to you, have a good evening :)

@BuzzLEquerre
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Good evening, I saw that Clint Bellanger had created a 3D ogre and I would like to know if I can reuse the movement animation used for the hero because it seems extremely long and complex to achieve given the quantity of points to define.
Capture d'écran 2025-03-29 230720
and here is the animation that I would like to take to apply it to the ogre :
Capture d'écran 2025-03-29 231016

@dorkster
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I don't think there's an easy solution here. The armatures have different structures, so the bones don't match the vertex groups of the ogre's mesh.

You can see how the ogre would look when using the human armature by:

  1. selecting the ogre mesh
  2. going to the Modifiers tab in the properties pane
  3. change the Object of the armature modifier to be MaleArm instead of OgreArm

Of course, this will look very messed up. I think the best path to fixing it would be to add / rename vertex groups on the ogre mesh to match the human rig. For example, the ogre has UpperBack and LowerBack. The human only has a Back bone, so you could try selecting both those groups and assigning them to a new group named Back. Another example is the difference in the naming of the groups for fingers. The human rig uses Fingers, but the ogre uses Finger without the "s".

@BuzzLEquerre
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I applied the animation to the ogre, and as you said, it seems to be buggy. I only noticed that it was due to the ogre's torso and the fingers, which weren't attached to the animation. Is it possible to add them? Because the legs and head work.

In this image we can clearly see the bust which is not attached to the rest of the body as well as the hands
Capture d'écran 2025-03-30 152214
ps : I rename all vertex Groups like MaleArm

Sorry to ask so much, but I don't know anything about it and can't find any tutorials to help me.
(I can't place the blend file, Github don't support that file type)

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