2D Mode (beta)

1.2.0
1 November 2026
Areas
15 changes in this update

Added

12 changes
Solve
  • 2D view - a new option (Side, Front, Back, 3/4) retargets a 3D clip through an orthographic camera onto a plane of the target: each bone takes the direction of its projected source segment and the character keeps its own proportions, on the s&box Human, Citizen and custom armatures, including ones drawn flat, with the usual DMX and VMDL output

  • 2D foreshortening - a limb pointing at the camera shortens as the projection does (down to 10%); on by default, untick it to keep every bone full length

  • 2D depth order - shoulders and hips sit at the source's own depth, scaled to the target, so the near limbs stay in front of the far ones and swap as the character turns

  • 2D camera - Turn, Tilt and Roll set the camera freely, not only to Side, Front, Back or 3/4

  • 2D ground - a character shorter in the leg than the source no longer sinks through the floor; one height correction per clip stands its lowest foot where it rests

Editor
  • 2D preview - a 2D clip on a flat character shows through a locked orthographic camera, square-on to its plane, in Preview and Trim; dragging pans and the wheel zooms instead of orbiting, and the camera angle list is hidden. A 3D character keeps its orbit camera

  • 2D badge - every animation in the list shows a 2D badge while a 2D view is picked, and so does the preview of a 2D clip

  • 2D sprites - a new target, 2D sprite (.png/.sprite), reads a humanoid off a sprite's silhouette, front or profile, with arm and leg joints along the middle of each limb that hangs clear of the body, lets you drag its joints, and builds a rigged model any 3D animation can be retargeted onto; each limb takes only the art around it, sized per bone, and the head stays one rigid piece on top; output is the usual VMDL

  • 2D characters - Chibi, Humanoid and Profile, ready-made targets baked from 2D's own rigs and skin (one capsule per bone); limbs stay whole however the clip moves, and they start from the side

  • 2D sprite frames - a new Extra output redraws every clip on a built-in 2D character frame by frame into a real Sprite resource (12 fps, in place), the way 2d draws it, so limbs stay smooth and whole; it plays in a SpriteRenderer with no model, and the option is off for anything that can't be redrawn

  • Automatic 2D view - picking a flat humanoid (a sprite, or a flat VMDL, FBX or GLB) sets the 2D view to Front or Side as it was drawn, and going back to a 3D character turns it off

  • Sprite preview - a flat character plays on open on a transparency checker, in the art's own colours with no sheen or shading, standing at the foot of the view, with the source skeleton beside it: drag that skeleton, or move Turn, Tilt and Roll, and the character follows at once (about 40 ms)

Fixed

3 changes
Editor
  • Red and black checkerboard on Linux - a custom model's generated materials no longer load as the error material until the editor restarts; they are now compiled and registered before the model that uses them

  • Preview after converting - a custom model no longer drops to the skeleton view when it is picked again or after Convert All; its compiled model is kept while nothing has changed

  • Transparent textures on custom models - a model with a transparent texture whose size is not a power of two no longer shows the red and black checkerboard; such textures are stretched to the next power of two (512x768 becomes 512x1024), which keeps their UVs