An efficient way to store 2D animation for games is to layout all the frames withing one texture called a ‘Sprite Sheet’ or ‘Texture Atlas’.
This saves resources by avoiding multiple texture loading operations and only animating the UVs of the shader to display the needed image at each frame.
Sprite Sheets are also used to pack various states of game graphics and textures for multiple objects in one file.
Sprite Sheets can be created manually using any image editing software,
For an automated process and more control, a specialized software like Texture Packer can be used.
And it can also be done automatically in Adobe Animate (Flash).
* There are many more solutions / scripts that will do that you can find on the web…
Animate CC 18
To generate a Sprite Sheet (Texture Atlas) in Animate:
- Create a new project.
* the type of the project doesn’t matter.
- Drag all your animation frames from into the Library window in Animate.
- Select all the frames in the Library window.
- RMB Click the selected frames and choose Generate Sprite Sheet.
- In the Generate Sprite Sheet window, set the Sprite Sheet settings, output path and press Export.
3ds max 2018
There are cases where we need to have the UV borders and edges placed precisely on a certain grid. an example of this is when preparing a UV layout intended for baked lightmaps in a game engine, that should preferably be aligned to a 64 by 64 or 128 by 128 grid.
To set the Unwrap UVW editor window grid to 64 by 64:
- In the Unwrap Options window:
Set the Checker display to 64/20 which is 3.2.
Set the Grid Size to 1/64 which is 0.015625 (the numeric field displays the value rounded to 0.016)
- Turn on the grid display in View > Show Grid.
- In the Unwrap Snap Settings, make sure Grid Snap is checked.
* Hold and drag the snap button to open the Snap Settings.
- Activate Snap.
It works only in Vertex selection mode.