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Documentation

A clear path from Blender master to portable sprite package.

Learn the Blender-to-browser workflow, fixed-cell capture contract, COLOR and DEPTH atlas formats, manifests, profiles and batch exports.

What this documentation covers

The browser Studio is one surface of a larger deterministic production pipeline. These guides focus on the decisions you make in the browser, the files it exports and the authored Blender contract that keeps body and equipment compatible.

Quick start

Open the browser Studio, choose a package, preview the output and create your first export.

Read guide

Blender and Mixamo workflow

Understand the canonical body, armature, Action library and browser-package boundary.

Read guide

Layered sprite output

Learn how reusable body and equipment layers differ from the combined QA output.

Read guide

COLOR and DEPTH atlases

Read the PNG, depth encoding, paging, manifest and compositing contracts.

Read guide

Core contract

  • One canonical humanoid body and armature family.
  • Actions remain on the same skeleton and use a closed naming grammar.
  • Camera, pose, frame order, cell and origin match across every layer.
  • Left and right views are rendered independently rather than mirrored.
  • COLOR and DEPTH layers share one sampling and manifest contract.

Prefer the working Studio?

Open the browser capture workspace when you are ready to load the current canonical character package.