2D Sprites Generation (Multiple Models in one .blend)


I’ve planning to use Blender to pre-render 2D sprites for a two-dimentional game with a 3/4 view from top (not isometric, more like GBA Pokemon). The problem I’m facing is how to automate the process for say n number of characters, terrain or walls. I’d also mention here that a character needs to be renders in 8 orientations.

One option is to lay them out in a grid and use a lot of global lighting etc. I’m looking for an alternative that I’ve named ‘Assembly-line’ method. It basically involves laying out all the models evenly spaced in a line. At the origin there will be a camera and lighting setup. The process will be as follows:

  1. Box select a model say a 10 by 10 by 50 region 60 units to the left of origin
  2. Move the model to the origin
  3. Render the model
  4. Rotate it by 45 degrees and render it again
  5. Repeat step 4, six more times
  6. Box select and delete the model

This way I have a lot of freedom in the way I illuminate a model (spot light for eg:). Is there any script out there that I can use/reuse?

Is there any third methods that can be used? Ideas please


May help :
you could create 8 cameras (and only 8) parented to an empty, locate the cameras around the first character and use this script :

Move the camera to the next character .
use the script again .


This is a good suggestion and I had come across the script earlier. My only problem with this approach is that, once again, the models needs to be illuminated uniformly i.e. front, back and sides. On the other hand if the model itself rotates, the relationship between lights and the camera will be still maintained.

The idea of parenting the object to an Empty is a great suggestion though, I’m already thinking of some ideas :wink:

Something to consider:

If you need the same illumination for each character, you might want to consider a very simple light setup:

Have one main light bearing down on the subject (more side/back light(s) if necessary) and have the light(s) parented to the camera, so when you move the character you move the light(s).

Then you only have to worry about the position of the camera, and then the lighting should remain consistent throughout the process.


On the other hand if the model itself rotates, the relationship between lights and the camera will be still maintained.

so how about you also parent the lights to the empty?