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.

../_images/ContentDrawer.png

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

../_images/2Deditor-create.png

Tip

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

../_images/2Deditor-add.png

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:

../_images/CreateTextureAsset.png

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.

../_images/open-create-texture-name.png

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:

../_images/CreateAnimationAsset2.png

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.