.\" DO NOT MODIFY THIS FILE! It was generated by help2man 1.48.1. .TH SPRITE-SHEET-TO-X3D "1" "February 2021" "Castle Game Engine" "User Commands" .SH NAME sprite-sheet-to-x3d \- convert spritesheet files into X3D files .SH DESCRIPTION sprite\-sheet\-to\-x3d: Convert spritesheet files into X3D files. .SS "Usage:" .IP sprite\-sheet\-to\-x3d [OPTIONS]... .SS "Available options are:" .TP \fB\-h\fR / \fB\-\-help\fR Print this help message and exit. .TP \fB\-v\fR / \fB\-\-version\fR Print the version number and exit. .TP \fB\-\-fps=\fR How many frames per second does the animation have. Determines the animations duration (TimeSensor.cycleInterval values in the X3D output). .PP Supported input file formats: .PP \- Starling (.xml). Fully supported. .PP \- Cocos2D (.plist). Covered most of the important stuff. .IP Rare features (like rotate, polygon sprites) are not supported, but they can be added easily, please submit a request! .PP Notes: .PP Animation frames must be named "XXX_YYY", where: .PP \- XXX: Frame name, start with a letter, will be used as animation name. .PP \- YYY: Frame number. .PP For example: slime_01.png, slime_02.png... .PP By default anchor will be placed at the center of the sprite if the tool didn't found it in spritesheet. .PP Developed using Castle Game Engine. See http://castle\-engine.sourceforge.io/ for latest versions of this program, sources and documentation.