Hi, I'm exploring using high resolution 2d assets like https://www.spriters-resource.com/pc_computer/wonderboythedragonstrap/sheet/166317/ targetting gles2 / WebGL on the low end. Atlassing per action (idle, run, etc) is one way to avoid hardware limits (phones and legacy iGPU) using the linked art. Another may be to load and unload by image / frame especially once enemy and level art is in play.
Thoughts? Production frames will follow the subject001.png subject002.png naming convention. How would you switch between images to animate in current armory? I looked but am not sure how to use https://github.com/armory3d/armory/wiki/materials#material-parameters or uniforms for this.
Hi, I'm exploring using high resolution 2d assets like https://www.spriters-resource.com/pc_computer/wonderboythedragonstrap/sheet/166317/ targetting gles2 / WebGL on the low end. Atlassing per action (idle, run, etc) is one way to avoid hardware limits (phones and legacy iGPU) using the linked art. Another may be to load and unload by image / frame especially once enemy and level art is in play.
Thoughts? Production frames will follow the subject001.png subject002.png naming convention. How would you switch between images to animate in current armory? I looked but am not sure how to use https://github.com/armory3d/armory/wiki/materials#material-parameters or uniforms for this.
Edit: https://github.com/armory3d/armory/wiki/reference_data#set-material-image-param has string inputs for the image name. How to zero pad an integer in string nodes?