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Allow 3D scenes to exist in the same layer but allow them to be exported as separate layers

A topic by softcircles created Apr 01, 2023 Views: 175 Replies: 2
Viewing posts 1 to 3

First of all, I love this tool. When I was creating a game asset using a 3D model imported into PixelOver, the 3D was a character in clothing. I separated the model into two GLB files, one for the clothing and one for the body. I want to be able to color the clothing through Godot by modulating the sprite's color. But in PixelOver, even if I set the Z index of two layers that have 3D scenes in them, it stacks one on top of the other, so I can't export the body and clothing as separate layers, obscuring one another. I tried using a mask but it doesn't work if my character is doing anything other than a full front view, it doesn't work when the character is turned away from the camera (since the mask persists in any view).

It would be great if I could export layers that contain 3D scenes in them and maintain the layers as they appear in the preview with whatever view rotation I'm using.

When I export this to Aseprite I would like the layers to export this model as two layers (one for the clothing, one for the skeleton), respecting any occlusion happing (in this case, the robe covering the skeleton).


You can see that even if the Z-Index is the same, the layers sit on top of one another and when I try to export them, no occluding is happening. Making a clipping mask does not work because clipping works on a per-layer basis and so you can't use clipping in the way I want to.

Hey, thank you, ok I understand, indeed should be useful. So it should be separated after the Godot depth computation, it may be possible I'll think about a way to implement this for a future update