Create Assets & Open a 2d Editor¶
Open the Content Drawer¶
By default, if you have chosen to create a project “2D drawing & Texturing” or “2D animation”, you will directly start with a 2D editor. Creating a new asset requires you to access the the Content Drawer. To do so, click at the bottom left button or use the shortcut Ctrl+Space.

Then, make a right click in the empty space and look at the options in the sub-menu “Odyssey”:

Tip
You can also display the same options by clicking on the menu “+Add” of the Content Drawer, at the top left corner.

Note
The following assets: Board Sequence, Shot Sequence and Palette will be covered in their own lessons.
Create a Texture 2D¶
Select “Texture” from the sub-menu Odyssey to display this settings panel:

Icon |
Description |
---|---|
Name |
Enter the name of your Texture. According to the naming convention, they should be like “T_TextureAssetName” |
Width | Height |
Choose the size of your texture in pixels. If the Texture will be used with a Material to modify a 3D object, we strongly advise you to pick up a size that is a multiple of 2 (i.e. 128 x 128, 256 x 512, 2048 x 1024, etc). |
Format |
This dropdown menu will let you choose the image format : Grey 8 (only grey value in 8 bit), BGRA 8 (Blue Green Red Alpha in 8 bit), BGRE 8 (Blue Green Red Exponent in 8 bit), RGBA 16 (Red Green Blue Alpha in 16 bit) and RGBA 16 F (Red Green Blue Alpha in 16 bit float). If you don’t know what Format to use, keep the defaul value. |
Background Color |
Choose the color of the background. It can be transparent, white or purple (which is useful to paint Normals Maps). |
Layer Type |
Choose between a Raster Layer or a Vector Layer by default. |
Then click on “Create Asset” to confirm your choice.
Warning
You cannot change the size of a Texture afterward! Choose wisely!
If you need to rename your Texture, hold the click on the Texture’s default name to modify it. Then, hit Enter on your keyboard to confirm your choice.

Create a Flipbook¶
Select “Flipbook” from the sub-menu Odyssey.
There is no additional settings, since you will have to generate one Texture per sprite (more information to be found here).
Create an Animation¶
Select “Animation” from the sub-menu Odyssey to display this settings panel:

Icon |
Description |
---|---|
Name |
Enter the name of your Animation. According to the naming convention, they should be like “An_AnimationAssetName” |
Width | Height |
Choose the size of your texture in pixels. If the Animation will be used with a Material to modify a 3D object, we strongly advise you to make sure it fits the expectation of the 3D object. |
Format |
This dropdown menu will let you choose the image format : BGRA8 (8 Bit) and RGBA F (16 bit) If you don’t know what Format to use, keep the defaul value. |
Frames Per Second |
Choose here the framerate of your animation. |
Add Layer Background |
Check this option to get a Raster Layer as a background with the color of your choice. |
Layer Type |
Choose between a Raster Layer or a Vector Layer by default. |
Warning
You cannot change the size of an Animation afterward! Choose wisely!
If you need to rename your Animation, hold the click on the Animation’s default name to modify it. Then, hit Enter on your keyboard to confirm your choice.
Open an Asset¶
To open a Texture 2D, a Flipbook or an Animation in their corresponding editors, just double click on the asset.