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Spritesheet cutting off frames upon export

New Here ,
Mar 05, 2023 Mar 05, 2023

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Hello, i have a graphic symbol consisting of 16 frames that i would like to export onto a spritesheet. However when i do so only the first 2  frames show up on the exported Spritesheet. How do i go about this without losing much quality of the frames/graphic? 

if someone could help id be very grateful.

Kind Regards,

Jamie

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correct answers 1 Correct answer

Community Expert , Mar 09, 2023 Mar 09, 2023

Go to the symbol and make its frames smaller. Use the Edit Multiple Frames button to select all your frames and scale them down all at once, then try generating the spritesheet again. If you want multiple spritesheets you'll have to put some frames into another symbol and export separately.

Mario_CR_2-1678426430081.png

 

Just for reference, the biggest sprites in Hollow Knight were about 500 x 500 px.

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Community Expert ,
Mar 05, 2023 Mar 05, 2023

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in the future, to find the best place to post your message, use the list here, https://community.adobe.com/

 

p.s. i don't think the adobe website, and forums in particular, are easy to navigate, so don't spend a lot of time searching that forum list. do your best and we'll move the post if it helps you get responses.

 

<moved from using the community>

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Community Expert ,
Mar 05, 2023 Mar 05, 2023

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what steps are you taking to generate the spritesheet?

 

and what the question about quality?

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New Here ,
Mar 07, 2023 Mar 07, 2023

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So i have a graphic symbol that consists of 16 frames. To generate the spritesheet, i click the library tab, right click on the graphic name in the library list and then i select generate spritesheet, with all export options set to auto and then press export. However on the exported png spritesheet,  only 2 of the 16 frames are displayed. How do i get the other frames onto the spritesheet without losing the 4k quality of the frames, or do i have to make multiple sprite sheets containing the rest of the frames?

 

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Community Expert ,
Mar 07, 2023 Mar 07, 2023

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what export options are set to "auto"?  do you mean you're using the default settings that you see after right clicking your library symbol?

 

if so, copy and paste here a screenshot of your settings.  if not, what do you mean by auto?

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New Here ,
Mar 08, 2023 Mar 08, 2023

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Yes, i have not adjusted any default export settings after right-clicking and clicking generate spritesheet for the graphic symbol listed  in the library. Here are screenshots of the graphic in question and the export settings.

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Community Expert ,
Mar 08, 2023 Mar 08, 2023

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4K size for each frame is overkill.

The maximum spritesheet size is 8192 x 8192 px. Animate is telling you that your frames are too big to fit on a single sheet; that's why it's only exporting two frames (can't fit anymore at that resolution).

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New Here ,
Mar 09, 2023 Mar 09, 2023

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Okay Dude, thanks for the reply. Could you give me a pointer on what i should do to go about this/and or export options to get all frames on either one or multiple spritesheets without necessarily losing aspect ratio/HD quality of the graphic symbol? (im nooby when it comes to this) Many Thanks.

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Community Expert ,
Mar 09, 2023 Mar 09, 2023

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the quickest way to learn is to experiment.  it's quick and easy to try various setting and see the results.

 

p.s. when posting screenshots here copy and paste the image into a message.  it's easier to check:

 

kglad_0-1678372911454.png

 

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Community Expert ,
Mar 09, 2023 Mar 09, 2023

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Go to the symbol and make its frames smaller. Use the Edit Multiple Frames button to select all your frames and scale them down all at once, then try generating the spritesheet again. If you want multiple spritesheets you'll have to put some frames into another symbol and export separately.

Mario_CR_2-1678426430081.png

 

Just for reference, the biggest sprites in Hollow Knight were about 500 x 500 px.

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New Here ,
Mar 12, 2023 Mar 12, 2023

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Thanks my friennd, this worked.

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New Here ,
Mar 12, 2023 Mar 12, 2023

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This aswell as changing the export algorithm from Basic to MaxRects. ^

 

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