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Independent Blender-to-sprite pipeline

Blender-authored characters. Reusable layered sprites. Captured in your browser.

Choose a body, Action, equipment and a 2-, 4- or 8-direction profile, then export reusable COLOR and DEPTH PNG atlases with detailed JSON manifests.

This browser Studio belongs to the independent DTWorldz Blender Sprite Pipeline. It is not the DTWorldz 2D Ultimate Animator Unity product and contains no Unity code.

Inside the browser Studio

See the real capture workflow before you launch it.

These screens come directly from the working project: the 3D scene, the pixel-accurate output preview and the directional capture view.

DTWorldz Sprite Capture Studio showing a Blender-authored character in the browser 3D scene preview
3D scene previewInspect the Blender-authored character, camera and capture controls before export.
DTWorldz Sprite Capture Studio showing the pixel output preview with a fixed capture cell and foot origin
Pixel output previewReview the final fixed-cell composition instead of guessing from the 3D viewport.
DTWorldz Sprite Capture Studio showing the eight-direction selector with the down-right character view active
Eight-direction captureCheck every required direction from the same character package and capture contract.

Reusable by design

Capture the layers once. Compose outfits without multiplying spritesheets.

Browser-based capture

Configure and preview Blender-authored character packages in the browser without adding Unity code to the workflow.

Canonical character catalog

Work with male and female browser packages built around one canonical skin, 39 Actions and 25 equipment items.

Two, four or eight directions

Produce paired, cardinal or full eight-direction output with orthographic scale, elevation and yaw controls.

Reusable COLOR and DEPTH layers

Export body and equipment independently instead of baking every outfit combination into a one-off spritesheet.

Output-faithful controls

Preview the production composition while preserving a fixed cell, foot anchor, frame order and capture contract.

ZIP or incremental library

Download one Action and outfit, or batch-write reusable entities with manifests, hashes and progress recovery.

Captured motion

A real walk sequence, frame by frame.

A fully equipped female project character shown across real downward and left-facing walk animation frames
Downward and left-facing frames from one fully equipped character package, rendered with the same fixed capture contract.

Five-step workflow

From canonical package to portable atlas.

Preview settings and export settings use the same contract, so the frame you inspect is the frame the package records.

  1. 01

    Choose a body

    Start with the male or female browser capture package.

  2. 02

    Select Action and equipment

    Choose an animation and assemble an outfit from reusable equipment slots.

  3. 03

    Set the directions

    Use a 2-, 4- or 8-direction profile and inspect every required view.

  4. 04

    Tune the output

    Set output size, origin, PPU, frame policy and orthographic camera controls.

  5. 05

    Export the package

    Download an Action ZIP or write a reusable layered library to a selected folder.

Reusable equipment

Author equipment once. Capture it from every useful angle.

Multi-angle project references help keep equipment placement, depth and directional output consistent across the catalog.

A selection of weapons from the real DTWorldz Sprite Capture Studio equipment catalog shown from the front and side
Weapon libraryFront and side references from the project equipment catalog.
A selection of shields from the real DTWorldz Sprite Capture Studio equipment catalog shown from multiple angles
Shield libraryFront, three-quarter and back references used to validate direction-aware equipment.

Ready to capture

Open the Studio when you are ready to load the character package.

The documentation and this landing page stay lightweight. The browser downloads the full GLB only after you launch the working Studio.

Launch studio