+1 vote

i'm trying to organize my workflow to include 2D vector graphics, mostly for the huge sprites that still need to be sharp.
if I import SVG, when rasterized it exceed maximum image size.

So I was thinking to import SVG in blender and convert to mesh, but I could not find the way to import that back again in godot.

(EDIT: I managed to import obj as 2d Meshinstance2D but cant see it in the viewport)

Any way I can get around this?

in Engine by (49 points)
edited by

I currently used 2d vector graphics for making my experimental platform game.
I make the choice to not use straight all my .svg (from Inkscape), but to export it with a relatively high pixel density into .png files.

I use a fixed proportion, so everything is relative to small pixels sprite.
1 block in my game is 128x128 pixels (in the exported png) which represent 16x16 pixels.

Animations is like oldschool stop motion games : exemple = 4 sprites for running exactly like in mario games. This is the only downside, but make things more simple.

1 Answer

+1 vote

Ok, it acctualy can be done :) Svg to Blender and Blender to Obj to Godot. It also keeps the material colors. The Z order for multiple shapes should be done manually.
Not sure this is the best way but it works for now

by (49 points)
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