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.
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.




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.