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
fxandimagemust be connected:fxis the timeline source of truth, whileimageis the finished appearance. Connect the image at the end of the finishing chain, not Rasterize directly. - Send the output SpriteSheet directly to
sprite_sheet_playbackfor review or to an export node.
Related nodes
fx_rasterize— the starting point on the image sidepalette_quantize/pixel_cleanup— finishing nodes to insert in betweenanimation_render— general-purpose baking for non-FX animationsprite_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 / fpsin FxState2D. - This makes it the natural choice for P11.
- Both
fxandimageare required because they serve different roles:fx: the timeline source of truth that determines the number of frames, FPS, and seedimage: 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 = 8FxDomain2D.fps = 12columns = 4fill_order = row_major
Fx Bake SpriteSheet packs the eight frames into four columns, returning a sprite sheet with:
columns = 4rows = 2frame_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
imageinput 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.