01Import

Bring .fbx, .dae, .blend, and .anim sources into a managed workspace. Clips Only and Model Only modes help separate animation libraries from model sources, while texture extraction keeps source materials organized.
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Sprite Capture Studio
Turn 3D-authored characters and animation clips into game-ready 2D sprite sheets, Sprite Libraries, Animator Controllers, and playable prefabs inside Unity.
View on Unity Asset Store

Each workflow step is designed to keep the next production decision visible before files are generated. The screenshots below show the editor path in the same order a team would use it.

Bring .fbx, .dae, .blend, and .anim sources into a managed workspace. Clips Only and Model Only modes help separate animation libraries from model sources, while texture extraction keeps source materials organized.

Choose a model and clip, then tune direction count, frame count, cell size, camera presets, yaw offset, flip yaw, transparent background, supersampling, lighting, border, outline, grounded shadow, preview frames, and export settings.

Export a playable character prefab that combines the Sprite Library, Animator Controller, movement settings, and action bindings. This is the handoff point where generated visual assets become a testable 2D character.
Product media
Original product videos and screenshots, kept in the same gallery flow as the current asset record.
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A DTWorldz product video showing the 2D Ultimate Animator workflow and Sprite Capture Studio in motion.
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Production brief
The tool is built for artists, technical artists, and Unity developers who author or source character motion in 3D but ship a 2D game. Instead of treating capture as a one-off screenshot task, the workflow keeps import, preview, capture, slicing, library generation, animator generation, and prefab export in one managed editor path.
Source models and animation clips are brought into managed folders, inspected inside Unity, captured as transparent PNG sprite sheets, then converted into Sprite Library assets and generated resolver animation clips. The final export path produces a playable prefab wired with movement settings and action bindings.
Field notes
The deeper technical record remains available without crowding the main product story.
Eight directions by 12 sampled frames create 96 sliced sprites per action sheet.
Four included example characters each ship with 15 captured action sheets.
The current example package totals 1,440 sliced sprites per character library.
Lady, Ragnar, Sentinel, and Zombie prefabs use generated libraries and HumanoidAnimator.
Import, preview, capture, slice, build libraries, generate animators, and export playable prefabs without treating each stage as a disconnected task.
Keep source models and animation clips organized in tool-managed folders before capture decisions are made.
Review clips, loop state, length, and estimated frame counts before committing them to sprite sheet output.
Capture transparent directional sheets for side-view, top-down, and isometric-style character presentation.
Choose the directional footprint that fits the project, from simple 2D movement to richer top-down or isometric character sets.
Tune frame count and sheet cell size so output resolution, file size, and animation fidelity stay intentional.
Camera elevation, yaw offset, and flip yaw controls help align captures for different game-view conventions.
Override lighting and capture against transparency so output sheets are ready for Unity import and compositing.
Use border, outline, and grounded shadow settings when captured characters need extra readability, with baked, shadow-only, or sprite-and-shadow export modes.
Inspect sprite count, texture size, pivot, pixels per unit, filter mode, compression, mesh type, and mipmaps.
Create or update Unity Sprite Library assets from captured sheets using action_direction categories and frame labels.
Generate resolver animation clips and Animator Controllers from Sprite Library categories, action groups, and direction states.
Export prefabs that combine the generated Sprite Library, Animator Controller, movement settings, and action bindings.
The editor workflow includes English and Turkish localization for teams working across both languages.
Ten packaged guides cover Quick Start, Import, Models, Clips, Capture Studio, Spritesheets, Sprite Libraries, Animators, Prefab Export, and Troubleshooting.
01
Bring .fbx, .dae, .blend, and .anim sources into a managed workspace. Clips Only and Model Only modes help separate animation libraries from model sources, while texture extraction keeps source materials organized.
02
Review imported models before capture. The model screen focuses on renderer, material, texture, skinned mesh, rig, and humanoid avatar health checks so capture issues can be caught early.
03
Inspect animation clips before they become sprite frames. Loop state, clip length, estimated frame count, duplicate and retime actions, and batch operations keep the capture list predictable.
04
Choose a model and clip, then tune direction count, frame count, cell size, camera presets, yaw offset, flip yaw, transparent background, supersampling, lighting, border, outline, grounded shadow, preview frames, and export settings.
05
Review captured PNG sheets and their import settings. Sprite count, texture size, pivot, pixels per unit, filter mode, compression, mesh type, and mipmap settings are visible before downstream assets are built.
06
Build or update Unity Sprite Library assets from ready sheets. The generated library structure uses action_direction categories and frame labels so resolver animation clips can target frames consistently.
07
Generate animation clips and an Animator Controller from Sprite Library categories. Action groups, direction states, and sample rate settings help convert captured sprites into a controllable Unity animation setup.
08
Export a playable character prefab that combines the Sprite Library, Animator Controller, movement settings, and action bindings. This is the handoff point where generated visual assets become a testable 2D character.
These numbers describe example outputs visible in the current project content. They are examples of the workflow, not hard limits on how the tool can be used.
An 8-direction action captured at 12 frames produces 96 sprites for that action.
Current example sheets use 320 x 320 cells across 12 columns and 8 direction rows.
Lady, Ragnar, Sentinel, and Zombie are included as current model and output examples.
Each current character library includes 15 action sheets by 8 directions by 12 frames.
The package includes generated Sprite Library assets for Lady, Ragnar, Sentinel, and Zombie.
HumanoidAnimator includes 15 action groups, 8 direction clips per action, and one controller.
Lady.prefab, Ragnar.prefab, Sentinel.prefab, and Zombie.prefab are generated examples.
The package includes Quick Start through Troubleshooting documentation as Markdown and PDF.
The product promise is focused on the Unity editor pipeline: imported 3D models and animation clips are converted into 2D output through editor tools.
The workflow starts from model and animation sources such as .fbx, .dae, .blend, and .anim files rather than text prompts or generated AI sprites.
The package is structured with Runtime and Editor assemblies, while the page keeps the main value proposition centered on the editor production workflow.
The package is published on Unity Asset Store. The itch.io page remains available as an additional product presentation and purchase option.
2D Ultimate Animator is most useful when consistency, repeatability, and downstream Unity wiring matter as much as the captured sprite sheet itself.