Flipbook editor decreases sprite's alpha quality

I,m gonna try an be simple :slight_smile:

I imported an already crafted flipbook in bmp with delicate alphas, but when i extract the sprites or import as flipbook it decreases my alpha quality to a more brute shape.

This ruins alpha for textures like dust etc :frowning:

I need to use the flibook/sprite editor to edit my frame’s pivot point, yet i really need to keep the alpha work i do on Photoshop previously.

Is there a better way to import crafted flipbook images with pre made alphas?

Thanks!

Hey Bruno_G -

I would suggest you watch this great video by VFX Artist Bill Kladis on making correct Alpha Channels for VFX, Unreal Cascade: Making Proper Alpha Channels for VFX - YouTube It is a little long (14 mins) but Mr. Kladis goes through a complete explanation as to why alphas come into UDK (same for UE4) differently than you would expect and how to correct that problem.

If you have already watch this or done the unmatted alpha process, is it possible for you to post the texture so we can try to debug your issue, feel free to private message me on the forums if you want to keep the texture private.

Thank You

Eric Ketchum

EDIT: I received the BMP file from a colleague, but I cannot see your true alpha channel in it, do you have the original Photoshop file available?

I cannot view your images currently, trying to answer you from a mobile device…but you can offset the sprite pivot with the location>pivotOffset module in Cascade.

hmmm well is it this one?

link text

This was my original issue: https://answers.unrealengine.com/questions/148988/how-to-set-uv-tiled-sprites-anchor-point.html.

The texture has an alpha channel, which indicates solely what I want to get in the texture :slight_smile:

Not sure what you mean by true alpha, you mean what this guy in the video does? What he corrected in that youtube video you sent me isn’t my same issue. That bmp works well in cascade, the only thing I wanna do is change its pivot point (so I don’t have to have so much transparent space, makes the texture heavy performance/overdraw wise). I need to then extract each frame as sprite as far as I know. Once I turn each frame into sprites is that the alpha gets all solid and cumbersome.

What would you recommend to get this right? I just need to keep my alphas but be able to move my flipbook animated sprite’s pivot point so I don’t always have to draw them from the center of each frame :(.

I hope that you get me.

Thanks for you help!

ZOMFG! I cant beleive that I havent stoped by this feature!

Thanks man! omg lol hells yes now I can carry on making magic