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Frequently asked questions

Scope, files and capture-contract answers.

Answers about Blender-authored assets, Unity independence, direction profiles, COLOR and DEPTH PNG atlases, JSON manifests and browser exports.

What is DTWorldz Sprite Capture Studio?

It is a browser-based capture interface for layered-sprite character packages derived from canonical Blender master scenes. It configures animations, equipment, directions and pixel output before exporting COLOR and DEPTH PNG atlases with JSON manifests.

Is this the DTWorldz 2D Ultimate Animator Unity product?

No. This Studio belongs to the independent DTWorldz Blender Sprite Pipeline. It contains no Unity code and produces portable PNG and JSON output without requiring a Unity project.

Can I upload any Blender file?

Not currently. The Studio reads catalog-generated packages built from this pipeline’s canonical Blender masters. The current public catalog provides male and female packages rather than arbitrary .blend uploads.

What is included in the current catalog?

The current browser catalog contains two body variants, 39 Actions and 47 equipment items per body package, including Leather, Chainmail and Plate armor sets. Capture profiles support 2, 4 and 8 directions.

How do armor, clothing and Hair slots work together?

Torso, leg and shirt-sleeve armor can be selected over their clothing layers. Neck guards and bilateral shoulder pieces have their own single-selection slots, so gorgets and pauldrons remain independently replaceable. Hair has its own saved selection; a coif or plate helmet can hide it for the resolved loadout without deleting it, so Hair returns when that head armor is removed.

What files does the Studio export?

A quick Action export produces a ZIP with a JSON manifest and body, equipment and combined COLOR/DEPTH PNG atlas pages. Batch export writes reusable body and equipment layers, per-Action manifests and library status metadata to a selected folder.

Are saved profiles uploaded?

No. Named profiles and the latest working draft are stored in browser localStorage. They are not uploaded or synchronized to a server.

Does the browser exactly reproduce every Blender material?

Exact parity is not claimed for every procedural Blender material. The browser torch renders a ported procedural flame that follows the same deterministic phase and loop contract as Blender, with COLOR and DEPTH clipping the same animated silhouette; its noise pattern is approximate rather than pixel-exact. Full real-asset garment deformation remains a separate production validation gate.

Why export DEPTH as well as COLOR?

The RG16 DEPTH map lets a downstream renderer compare body and equipment pixels consistently. This preserves authored front/behind relationships while keeping layers reusable.

Ready to work?

Review the documentation or open the browser Studio.