Provided by: fp-units-castle-game-engine_6.4+dfsg1-2_amd64
sprite-sheet-to-x3d - convert spritesheet files into X3D files
sprite-sheet-to-x3d: Convert spritesheet files into X3D files. Usage: sprite-sheet-to-x3d [OPTIONS]... <spritesheet> <output> Available options are: -h / --help Print this help message and exit. -v / --version Print the version number and exit. --fps=<single> How many frames per second does the animation have. Determines the animations duration (TimeSensor.cycleInterval values in the X3D output). Supported input file formats: - Starling (.xml). Fully supported. - Cocos2D (.plist). Covered most of the important stuff. Rare features (like rotate, polygon sprites) are not supported, but they can be added easily, please submit a request! Notes: Animation frames must be named "XXX_YYY", where: - XXX: Frame name, start with a letter, will be used as animation name. - YYY: Frame number. For example: slime_01.png, slime_02.png... By default anchor will be placed at the center of the sprite if the tool didn't found it in spritesheet. Developed using Castle Game Engine. See http://castle-engine.sourceforge.io/ for latest versions of this program, sources and documentation.