pu8y
(pu8y)
December 1, 2008, 1:28am
2
I tried the proposed solution from TheGryphonRider as quoted below.
Oops, I made a n00b mistake (and a typo). 256 colors would be 8 bits-per-pixel. Gimp supports 8 bits-per-channel, which is 24 bits-per-pixel.
There’s definitely other image software and conversion software out there. There’s a way to get a 256-color image in Blender, but it won’t be a .bmp, so you’re still going to have to convert after it’s rendered.
In the output format pop-up, choose “Quicktime.” This brings up a window with options for saving a quicktime file.
Set the compression type to “png”
Set the depth to “256 color”
Click “OK”
Set your animation start and end frames to frame 1
Set your output directory where you want to save the image
Click “Anim” (won’t work with “Render” or F12 key)
This will save a .mov file which consists of your 256 color .png file. If it’s worth it to go to the trouble, I was able to:
–Open my .mov file with Quicktime;
–Edit>Copy the image from Quicktime;
–File>New image in Gimp;
–Paste the copied image onto the canvas.
And it works pretty fine when viewing the pictures, but when i load all my images into Microsoft Agent Character Editor, the color became this funny color.
The original picture that copy from QuickTime with 256-depth looks this:
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