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Fx Bake SpriteSheet

fx_bake_spritesheet

Bakes a deterministic FX lane into a spritesheet. The FX input provides frame timing, while the Image input provides the final per-frame look.

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Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
FX
fx
FxState2D
Required
総フレーム数と FPS を定義する FX state です
画像
image
Image
Required
FX レーンの現在フレーム画像です
列数
columns
Int
ベイク後のスプライトシート列数を上書きします
配置順
fill_order
Text
配置順の上書きです。row_major は右へ、column_major は下へ先に埋めます

Output Ports

NameTypeDescription
画像
image
Image
現在フレームの passthrough 画像です
スプライトシート
spritesheet
SpriteSheet
ベイクした SpriteSheet document です
フレーム数
frame_count
Int
ベイクした総フレーム数です
FPS
fps
Int
FX state から受け取った再生 FPS です
列数
columns
Int
実際に使われたスプライトシート列数です
行数
rows
Int
実際に使われたスプライトシート行数です
フレーム幅
frame_width
Int
ベイクしたスプライトシート内の 1 フレーム幅です
フレーム高さ
frame_height
Int
ベイクしたスプライトシート内の 1 フレーム高さです
配置順
fill_order
Text
実際に使われた配置順です
概要
summary
Text
ベイクしたスプライトシート契約の短い概要です

Parameters

NameTypeDefaultRangeDescription / Options
列数
columns
Int
00–512

目標列数です。0 にするとほぼ正方形になるよう自動配置します

配置順
fill_order
Enum
RowMajor

フレームをシートのグリッドへどう並べるかです

  • 右へRowMajor
  • 下へColumnMajor

Overview

The final output of an FX lane. It bakes each finished frame image into a sprite sheet using the frame count and FPS from the FX state. This is the FX-specific counterpart to the general-purpose animation_render; for FX, it is more natural to use the timeline source of truth (FxState2D) directly.

Usage tips

  • This node is distinctive because both fx and image must be connected: fx is the timeline source of truth, while image is the finished appearance. Connect the image at the end of the finishing chain, not Rasterize directly.
  • Send the output SpriteSheet directly to sprite_sheet_playback for review or to an export node.

Related nodes

  • fx_rasterize — the starting point on the image side
  • palette_quantize / pixel_cleanup — finishing nodes to insert in between
  • animation_render — general-purpose baking for non-FX animation
  • sprite_sheet_playback — reviews the baked result

Read this first

  • Fx Bake SpriteSheet is an FX-only bake output.
  • Unlike the general-purpose Animation Render, its source of truth is total_frames / fps in FxState2D.
  • This makes it the natural choice for P11.
  • Both fx and image are required because they serve different roles:
    • fx: the timeline source of truth that determines the number of frames, FPS, and seed
    • image: the final appearance actually baked for each frame

Why connect both FX and an image?

  • With only fx, the node does not know what to draw.
  • With only image, it does not know how many frames to bake or what FPS to use.
  • This node therefore:
    • receives timeline information from FxState2D,
    • collects the image finished by Fx Rasterize and its downstream nodes for each frame, and
    • packs those frames into a sprite sheet.

In other words, this node does not rasterize anything itself; it bakes a sequence of already completed frames.

The most basic setup

FxDomain2D
  -> FxEmitter2D
  -> FxForce
  -> FxRasterize
  -> PaletteQuantize
  -> PixelCleanup
  -> FxBakeSpriteSheet

With this setup, one lane:

  • converts FX to an image,
  • finishes it for pixel art, and
  • packs the result into a sprite sheet.

For the fx input, normally connect the final FxState2D after nodes such as Fx Emitter 2D and Fx Force. For the image input, normally connect the final image after Fx Rasterize, Palette Quantize, Pixel Cleanup, and any other finishing nodes.

Example

  • FxDomain2D.total_frames = 8
  • FxDomain2D.fps = 12
  • columns = 4
  • fill_order = row_major

Fx Bake SpriteSheet packs the eight frames into four columns, returning a sprite sheet with:

  • columns = 4
  • rows = 2
  • frame_count = 8

When to use it

  • To output flames, smoke, or splashes as a sprite sheet asset
  • To review the animation immediately in Sprite Sheet Playback
  • To reuse the sprite sheet inside the graph before export

Notes

  • The image input determines the final appearance of each frame.
  • Place Palette Quantize and Pixel Cleanup before Bake.
  • With columns = 0, the node automatically chooses a roughly square layout.
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Fx Bake SpriteSheet — PixPipeline Node Reference