Im creating a 2D animation with the help of blueprints.
But the image result is very crispy.
To be sure, I imported the same PNG for tests, and the results are different.
The first one (the one on the right)
is a PNG image with alpha converted to a SPRITE.
The quality is perfect.
The second one (the one on the left),
is a FLIPBOOK with 1 frame, from exactly the SAME SPRITE from number 1.
But the edges are differente and more crispy.
The last one (the one on the middle)
is a Blueprint with Flipbooks generated from some PNGs. The flipbooks are paused at the first frame.
The result looks really terrible at play time.
All PNGs have at least 512px , with alpha and no compression.
All settings are set to EPIC.
And all Texture dont have MipMap enabled.
My camera is Perspective. But with ortographic I have same problem.
Everthing looks fine at viewport. But at play time looks ugly.
In order to assist you in an efficient manner, could you provide me with either a simple test project or some repro steps so I can confirm what you are reporting on my end?
You can use the Zip up project option in the File > Package Settings options. Then upload the project to an external file sharing program like Google Drive. You can then share the link with me via a private message on the forums, and I can proceed to download and test this issue.
If you have further questions, please let me know.
So I believe the source of your issue are the texture settings you are using for your character. See the below images where I have highlighted the settings you will want to make sure to have in place for the texture.
As you can see I have made sure to assign it to the correct texture group, and used a Tri-linear filter to smooth out the aliasing of the textures edges. I will say increasing the resolution of the image texture is going to increase the crispness of your texture.
Now both characters are almost identical, and the aliasing is greatly reduced. They wonât be perfect as that would take a higher resolution image. You can also experiment with the material and itâs clipping value when working with a mask. Using these settings should be sufficient enough to get you on the right path to production.
Just to show what Im trying to solve.
Screen 1 is a Sprite with a PNG with the settings tha you suggested.
Screen 2 is a Flipbook using the same Sprite from Screen 1.
I placed another object behind (a black texture) to show better the aliasing problem.
Are you using a masked or translucent sprite material for the Flipbook?
I was able to confirm what you are saying about the first frame looking different, as I created a new flipbook using the idle sprite. I also noticed that the âDefault Materialâ was moved back to âMaskedUnlitSpriteMaterialâ instead of âTranslucentUnlitSpriteMaterialâ