4, 8 or 16 directions

A top-down RPG needs 4 or 8 sides; an isometric strategy game 8 or 16. In Pixor each side is a camera, and they all agree.

South
Southeast
East
Northeast
North
Northwest
West
Southwest

A camera is a side

Each direction is a camera: add a ring of 4, 8 or 16 round the model, a list of angles, or place cameras one by one. Cameras with the same view, pitch and size share one sheet. Views come ready made, side, three-quarter, isometric 2:1 and top-down, or set your own pitch.

The side view
side
The three-quarter view
three-quarter
The isometric view
isometric
The top-down view
top-down

One pixel scale for the whole game

Tools that fit every model into its canvas make a mouse as big as a dragon. Pixor uses one pixels-per-metre scale for a project, so a barrel next to a house is barrel-sized, and every character of a game shares one scale. A camera may depart from it when you want it to.

A pivot that never moves

The model’s feet sit on the same pixel in every frame and from every side, so a sprite never jitters when it turns or walks. Root motion (a walk clip that moves forward) is kept in place, with the offset exported for your engine.

Try it on your own model, free in your browser, or get the full version.

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