This really sucks cuz Sprite2D in Godot has normal map support with animated sprites, but 3D doesn't... I wanted to have sprites that actually feel integrated in a lit environment and not just look like a lit cardboard cutout ://
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You can achieve that using MeshInstance3D with a QuadMesh.
Apply a Shader Material to the Quad Mesh, and write a simple shader which applies a texture to the Quad Mesh. I'm not sure if that will work with your project, but here's a simple demo I've set up - hope that helps 🤞
#godot
Although I understand that this approach cuts off all of the other benefits of Sprite3D node 🙃
I guess that if what you need is basic animated sprite, you could adjust the shader to support that.
This is good stuff! Helps with static sprites, my main issue is with animated ones, mainly ones handled by the Animation Tree/Player This approach could work well enough for looping animations but the animation player/tree are just too handy to give up 🥲
You could try setting up AnimatedTexture instead of a static one for the shader, then within the Animation Player, manipulate the frame param of the shader. It should work very similarly to how you animate a Sprite2D using Animation Player. I'm not sure about Animation Trees though...
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Apply a Shader Material to the Quad Mesh, and write a simple shader which applies a texture to the Quad Mesh. I'm not sure if that will work with your project, but here's a simple demo I've set up - hope that helps 🤞
#godot
I guess that if what you need is basic animated sprite, you could adjust the shader to support that.