Atlas Integration
Import action frame sequences, calibrate stance on a shared canvas, then export engine atlas packs.
Atlas Integration gathers processed character animation frames into consistent atlas packages for Ordinary / Cocos / Unity / Godot export.
Standard workflow
1. Enter an action name (or pick a preset such as idle / attack / run), then drop PNG / WebP / JPEG sequence frames.
2. Wait for decode and automatic build (validate → normalize canvas → pack layout → render).
3. In action management, set FPS and looping; use Edit mode to drag the current action and calibrate stance.
4. Switch to Review mode to play the built frames, optionally sequence all actions, then adjust pack settings.
5. When status is Ready, choose Ordinary / Cocos / Unity / Godot and export the resource ZIP.
Feature overview
- Import action groups with name validation and presets
- Drag-and-drop or file-picker upload with decode progress
- Action list with frame count, FPS, and size summary
- Show / hide reference animations for non-current groups
- Advanced rename, frame reorder, delete frame / group
- Build status: empty / building / ready / stale / error
- Edit vs Review preview modes
- Animation preview with background, play controls, and frame scrubbing
- Atlas preview with bounds, zoom/pan, and utilization metrics
- HD sprite-size preview dialog
- Workspace canvas with fixed or compact trim
- Atlas page settings: size 512–8192, alpha, padding/extrude, anchors
- Keep original pixel size (no scale); fail if atlas is too small
- Clear all with confirm; Ordinary / Cocos / Unity / Godot ZIP export
