4 added 252 characters in body
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  1. Typically there are less than 360 directions. Common case is 8 or 16. Animations are quite short too.

  2. Automation is your friend. Write a Blender/3DMax/etc script to load a model from the list, render it in every required frame and direction to an image. Tag images according to content and address them from the game.

  3. Pack everything into texture atlases (aka sprite sheets) for faster access.

In the end, you will end up with several throusands of sprites, neatly packed into just dozen of atlases. Not such a big deal ;)

I could not find an image from CoC, but here is Diablo II, which used the same approach to characters animations. E.g. Amazon melee attack:

enter image description here

  1. Typically there are less than 360 directions. Common case is 8 or 16. Animations are quite short too.

  2. Automation is your friend. Write a Blender/3DMax/etc script to load a model from the list, render it in every required frame and direction to an image. Tag images according to content and address them from the game.

  3. Pack everything into texture atlases for faster access.

In the end, you will end up with several throusands of sprites, neatly packed into just dozen of atlases. Not such a big deal ;)

  1. Typically there are less than 360 directions. Common case is 8 or 16. Animations are quite short too.

  2. Automation is your friend. Write a Blender/3DMax/etc script to load a model from the list, render it in every required frame and direction to an image. Tag images according to content and address them from the game.

  3. Pack everything into texture atlases (aka sprite sheets) for faster access.

In the end, you will end up with several throusands of sprites, neatly packed into just dozen of atlases. Not such a big deal ;)

I could not find an image from CoC, but here is Diablo II, which used the same approach to characters animations. E.g. Amazon melee attack:

enter image description here

3 added 8 characters in body
source | link
  1. Typically there are less than 360 directions. Common case is 8 or 16. Animations are quite short too.

  2. Automation is your friend. Write a Blender/3DMax/etc script to load a model from the list, render it in every required frame and direction to an image. Tag images according to content and address them from the game.

  3. Pack everything into texture atlases for faster access.

In the end, you will end up with several throusands of sprites, neatly packed into just dozen of atlases. Not such a big deal ;)

  1. Typically there are less than 360 directions. Common case is 8 or 16. Animations are quite short too.

  2. Automation is your friend. Write a Blender/3DMax/etc script to load a model from the list, render it in every required frame and direction to an image. Tag images according to content and address them from the game.

  3. Pack everything into atlases for faster access.

In the end, you will end up with several throusands of sprites, neatly packed into just dozen of atlases. Not such a big deal ;)

  1. Typically there are less than 360 directions. Common case is 8 or 16. Animations are quite short too.

  2. Automation is your friend. Write a Blender/3DMax/etc script to load a model from the list, render it in every required frame and direction to an image. Tag images according to content and address them from the game.

  3. Pack everything into texture atlases for faster access.

In the end, you will end up with several throusands of sprites, neatly packed into just dozen of atlases. Not such a big deal ;)

2 added 7 characters in body
source | link
  1. Typically there are less than 360 directions. Common case is 8 or 16. Animations are quite short too.

  2. Automation is your friend.Automation is your friend. Write a Blender/3DMax/etc script to load a model from the list, render it in every required frame and direction to an image. Tag images according to content and address them from the game.

  3. Pack everything into atlases for faster access.

In the end, you'llyou will end up with severlaseveral throusands of sprites, neatly packed into just dozen of atlases. Not such a big deal ;)

  1. Typically there are less than 360 directions. Common case is 8 or 16. Animations are quite short too.

  2. Automation is your friend. Write a Blender/3DMax/etc script to load a model from the list, render it in every required frame and direction to an image. Tag images according to content and address them from the game.

  3. Pack everything into atlases for faster access.

In the end, you'll end up with severla throusands of sprites, neatly packed into dozen of atlases. Not such a big deal ;)

  1. Typically there are less than 360 directions. Common case is 8 or 16. Animations are quite short too.

  2. Automation is your friend. Write a Blender/3DMax/etc script to load a model from the list, render it in every required frame and direction to an image. Tag images according to content and address them from the game.

  3. Pack everything into atlases for faster access.

In the end, you will end up with several throusands of sprites, neatly packed into just dozen of atlases. Not such a big deal ;)

1
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