Export to Easel JS
The Export to Easel JS window lets you a flattened image sequence of your animation. Even if you have a fully rigged puppet or a single drawing layer with your animation sequence, the outcome will still be a flattened output of each frame, grouped together in your sprite sheet. This allows for more flexibility and freedom of work as you have access to any tools or effect modules you want to use. However, this can result in heavier files depending on the length, complexity and export size of your animation.
- From the top menu, select Windows > Toolbars > Game.
The Game toolbar appears above the Camera view, to the left.
- Click the Export to Easel JS button.
Parameter | Description |
Select Directory |
|
Save Path |
The folder path where you want to save your export. |
Save Name |
The folder name in which you will save your export. This will also be the name of your asset in Unity. Your scene file name will be used as the clip name. |
Existing Clips in Folder |
Displays the clips in the folder. |
Scene Options |
|
Display |
Here, you must select the Display of your character. This is the one that will be used to render out all of the information attached to that Display node. If the Unconnected_Display option is selected, all of the visual information in your scene will be rendered out. |
Sprite Sheet Preferences |
|
Max Width |
This is a value, in pixels, for the maximum width and height the exported sprite sheet should be. By default, both values are set to 2048 pixels. |
Max Height |
|
Expand Sprite Sheet |
Uses the minimum size necessary up until it reaches the maximum resolution. |
Fixed Sprite Sheet |
Creates a texture of the specified size (Max Width and Max Height) even if it does not fill it up completely by all the drawings in your scene. |
Resolution Type |
POT: Exports to sprite sheets with sizes that are a power of 2. For example: 1024 x 1024. This is optimized for many graphics cards, but consumes more memory. NPOT: Some game engines are optimized specifically to render to non powers of two, so that it will avoid those numbers. Example: 1000 x 1000. |
Reuse Frames |
This option works in tandem with the Threshold option. The export will compare the drawings in your project to reuse a maximum of similar drawings and reduce the amount of information found in the sprite sheet, making it lighter. The export will omit the creation of new drawings if the difference is less than the threshold percentage. |
Threshold |
Calculates the differences between multiple drawings. A 2% threshold will prevent the creation of a new drawing if the drawing is too similar to an existing drawing. For instance, with a 2% threshold, and my drawing is 100 pixels big, only 2 of those pixels need to be different from my other drawing in order to create a new one. The higher the threshold, the fewer similar drawings you will have. |
Sprite Resolutions |
Size of the render of the individual sprite, when it exports each drawing out. |