feat(assets): add 3D-to-2D sprite render pipeline and /render-sprite skill

Godot @tool render scene that takes a textured 3D model and produces
2D sprites at 1024/256/64 from 4 cardinal directions with outlines
applied at working resolution. Camera at "the angle" (-72.5deg ortho).
Includes two POC wall models with Nano Banana textures, CLI wrapper
script with headless import step, and .uid files added to gitignore.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 23:21:41 +01:00
co-authored by Claude Opus 4.6
parent 0358eedbc5
commit 2ed8fb5b37
10 changed files with 313 additions and 0 deletions
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---
name: render-sprite
description: >
Render a 3D model to 2D sprites via the Godot render pipeline. Produces
sprites at 3 resolutions (1024, 256, 64) from 4 cardinal directions (north,
east, south, west) with outline applied at working resolution. Use when the
user says "render sprite", "render model", "run the render pipeline",
"test the pipeline", "/render-sprite", or asks to render a specific model
(e.g., "render wall_structural"). Output: 12 PNG files in
client/tooling/sprite_renderer/output/.
---
## Render Pipeline
Run the render script with the model name:
```bash
.claude/skills/render-sprite/scripts/render.sh <model_name>
```
### Available Models
Models live at `client/tooling/sprite_renderer/models/<name>.tscn`. List them:
```bash
ls client/tooling/sprite_renderer/models/*.tscn | xargs -I{} basename {} .tscn
```
### Output
12 files per model in `client/tooling/sprite_renderer/output/`:
```
<model>_north_1024.png <model>_north_256.png <model>_north_64.png
<model>_east_1024.png <model>_east_256.png <model>_east_64.png
<model>_south_1024.png <model>_south_256.png <model>_south_64.png
<model>_west_1024.png <model>_west_256.png <model>_west_64.png
```
### After Rendering
1. Read the 64x64 output files to visually inspect the runtime sprites
2. Read the 256x256 files to check outline quality
3. Report: does it read as the intended object at runtime scale?
### Troubleshooting
- **No output files**: Godot needs a display. If running headless, prefix with `xvfb-run`.
- **Model not found**: Check the model .tscn exists in `models/` directory.
- **Godot not found**: Pass path as second arg: `render.sh wall_structural /path/to/godot`
### Adding New Models
1. Create model scene at `client/tooling/sprite_renderer/models/<name>.tscn`
2. Apply texture from `textures/` via StandardMaterial3D
3. Run: `.claude/skills/render-sprite/scripts/render.sh <name>`
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#!/bin/bash
# Render a 3D model to 2D sprites at 3 resolutions from 4 cardinal directions.
# Usage: render.sh <model_name> [godot_path]
# Example: render.sh wall_structural
set -euo pipefail
MODEL_NAME="${1:?Usage: render.sh <model_name> [godot_path]}"
GODOT="${2:-$HOME/bin/godot}"
REPO_ROOT="$(cd "$(dirname "$0")" && git rev-parse --show-toplevel)"
PROJECT="$REPO_ROOT/client"
SCENE="res://tooling/sprite_renderer/render_scene.tscn"
OUTPUT="$PROJECT/tooling/sprite_renderer/output"
# Verify model exists
MODEL_FILE="$PROJECT/tooling/sprite_renderer/models/${MODEL_NAME}.tscn"
if [ ! -f "$MODEL_FILE" ]; then
echo "ERROR: Model not found: $MODEL_FILE"
echo "Available models:"
ls "$PROJECT/tooling/sprite_renderer/models/"*.tscn 2>/dev/null | xargs -I{} basename {} .tscn
exit 1
fi
echo "Rendering: $MODEL_NAME"
echo "Godot: $GODOT"
echo "Project: $PROJECT"
# Ensure resources are imported (headless, no display needed)
echo "Importing resources..."
"$GODOT" --path "$PROJECT" --headless --import 2>&1 || echo "Warning: import step had errors (may be non-fatal)"
# Run Godot with the render scene, passing model name as user arg
"$GODOT" --path "$PROJECT" "$SCENE" -- "$MODEL_NAME" 2>&1
# Check output
EXPECTED_FILES=0
for dir in north east south west; do
for res in 1024 256 64; do
f="$OUTPUT/${MODEL_NAME}_${dir}_${res}.png"
if [ -f "$f" ]; then
EXPECTED_FILES=$((EXPECTED_FILES + 1))
fi
done
done
echo ""
echo "Generated $EXPECTED_FILES/12 files in $OUTPUT/"
ls -la "$OUTPUT/${MODEL_NAME}"_*.png 2>/dev/null || echo "No output files found."
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@@ -7,6 +7,8 @@ client/.godot/
client/export/
client/reports/
client/*.import
client/**/*.uid
client/tooling/sprite_renderer/output/*.png
# Database (shared across worktrees at ../settledreach.db, not tracked)
db/commonwealth.db*
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[gd_scene load_steps=3 format=3]
[ext_resource type="Texture2D" path="res://tooling/sprite_renderer/textures/wall_bar_green_panels.png" id="1_wall_texture"]
[sub_resource type="BoxMesh" id="BoxMesh_wall"]
size = Vector3(1.0, 0.8, 0.2)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wall"]
albedo_texture = ExtResource("1_wall_texture")
metallic = 0.0
roughness = 0.9
[node name="WallBarGreen" type="MeshInstance3D"]
mesh = SubResource("BoxMesh_wall")
surface_material_override/0 = SubResource("StandardMaterial3D_wall")
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[gd_scene load_steps=3 format=3 uid="uid://cyh0xf1nv2j3e"]
[ext_resource type="Texture2D" uid="uid://bgn5kvwjdqrx0" path="res://tooling/sprite_renderer/textures/wall_institutional_era1.png" id="1_wall_texture"]
[sub_resource type="BoxMesh" id="BoxMesh_wall"]
size = Vector3(1.0, 0.8, 0.2)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wall"]
albedo_texture = ExtResource("1_wall_texture")
metallic = 0.0
roughness = 0.9
[node name="WallStructural" type="MeshInstance3D"]
mesh = SubResource("BoxMesh_wall")
surface_material_override/0 = SubResource("StandardMaterial3D_wall")
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@tool
extends Node3D
const RENDER_SIZE := 1024
const WORKING_SIZE := 256
const RUNTIME_SIZE := 64
const DIRECTIONS: PackedStringArray = ["north", "east", "south", "west"]
const ROTATIONS: PackedFloat64Array = [0.0, 90.0, 180.0, 270.0]
@export var model_scene: PackedScene
@export var output_name: String = "wall_structural"
@export var outline_width_px: int = 4 # at 256 = 1px at 64
@export var outline_color: Color = Color(0.2, 0.2, 0.25, 1.0)
@export var render_now: bool = false:
set(value):
if value and model_scene:
_execute_render()
render_now = false
@onready var viewport: SubViewport = $SubViewport
@onready var model_root: Node3D = $SubViewport/ModelRoot
func _ready() -> void:
if Engine.is_editor_hint():
return
# CLI mode: godot --path client/ res://tooling/sprite_renderer/render_scene.tscn -- wall_structural
var args := OS.get_cmdline_user_args()
if args.size() == 0:
return
var model_name := args[0]
var model_path := "res://tooling/sprite_renderer/models/%s.tscn" % model_name
if not ResourceLoader.exists(model_path):
push_error("Model not found: %s" % model_path)
get_tree().quit(1)
return
model_scene = load(model_path)
output_name = model_name
# Wait for viewport to initialize
await get_tree().process_frame
await get_tree().process_frame
await _execute_render()
get_tree().quit()
func _execute_render() -> void:
if not model_scene:
push_error("No model scene assigned")
return
print("Starting sprite render for: %s" % output_name)
# Clear any existing model
for child in model_root.get_children():
child.queue_free()
# Instantiate the model
var model_instance = model_scene.instantiate()
model_root.add_child(model_instance)
# Ensure output directory exists
var output_dir := "res://tooling/sprite_renderer/output"
if not DirAccess.dir_exists_absolute(output_dir):
DirAccess.make_dir_recursive_absolute(output_dir)
# Render each cardinal direction
for i in range(DIRECTIONS.size()):
var direction := DIRECTIONS[i]
var rotation := ROTATIONS[i]
print(" Rendering direction: %s (%.1f°)" % [direction, rotation])
# Rotate model root
model_root.rotation_degrees.y = rotation
# Force viewport to render
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
await RenderingServer.frame_post_draw
# Capture the viewport texture
var img := viewport.get_texture().get_image()
# Save 1024x1024 source
var path_1024 := "%s/%s_%s_1024.png" % [output_dir, output_name, direction]
img.save_png(path_1024)
print(" Saved: %s" % path_1024)
# Downscale to 256x256
var img_256 := Image.create_from_data(img.get_width(), img.get_height(), false, img.get_format(), img.get_data())
img_256.resize(WORKING_SIZE, WORKING_SIZE, Image.INTERPOLATE_BILINEAR)
# Apply outline at 256x256
var img_256_outlined := _apply_outline(img_256, outline_width_px, outline_color)
# Save 256x256 with outline
var path_256 := "%s/%s_%s_256.png" % [output_dir, output_name, direction]
img_256_outlined.save_png(path_256)
print(" Saved: %s" % path_256)
# Downscale to 64x64
var img_64 := Image.create_from_data(img_256_outlined.get_width(), img_256_outlined.get_height(), false, img_256_outlined.get_format(), img_256_outlined.get_data())
img_64.resize(RUNTIME_SIZE, RUNTIME_SIZE, Image.INTERPOLATE_BILINEAR)
# Save 64x64
var path_64 := "%s/%s_%s_64.png" % [output_dir, output_name, direction]
img_64.save_png(path_64)
print(" Saved: %s" % path_64)
print("Render complete! Generated %d sprites." % (DIRECTIONS.size() * 3))
func _apply_outline(img: Image, width: int, color: Color) -> Image:
"""Apply outline by dilating the alpha mask and drawing outline color."""
var result := Image.create(img.get_width(), img.get_height(), false, Image.FORMAT_RGBA8)
result.blit_rect(img, Rect2i(0, 0, img.get_width(), img.get_height()), Vector2i(0, 0))
var w := img.get_width()
var h := img.get_height()
# Create dilated alpha mask
var dilated_alpha := PackedByteArray()
dilated_alpha.resize(w * h)
for y in range(h):
for x in range(w):
var max_alpha := 0.0
# Check all pixels within outline_width radius
for dy in range(-width, width + 1):
for dx in range(-width, width + 1):
var check_x := x + dx
var check_y := y + dy
if check_x >= 0 and check_x < w and check_y >= 0 and check_y < h:
var pixel := img.get_pixel(check_x, check_y)
max_alpha = max(max_alpha, pixel.a)
dilated_alpha[y * w + x] = int(max_alpha * 255)
# Draw outline where dilated exceeds original alpha
for y in range(h):
for x in range(w):
var original_pixel := img.get_pixel(x, y)
var dilated_a := float(dilated_alpha[y * w + x]) / 255.0
if dilated_a > original_pixel.a:
# This pixel is in the outline region
var outline_pixel := Color(color.r, color.g, color.b, dilated_a)
result.set_pixel(x, y, outline_pixel)
return result
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[gd_scene load_steps=2 format=3 uid="uid://cqvfv4uhbgq6h"]
[ext_resource type="Script" path="res://tooling/sprite_renderer/render_export.gd" id="1_render_script"]
[node name="RenderScene" type="Node3D"]
script = ExtResource("1_render_script")
[node name="SubViewport" type="SubViewport" parent="."]
transparent_bg = true
size = Vector2i(1024, 1024)
render_target_update_mode = 1
own_world_3d = true
[node name="Camera3D" type="Camera3D" parent="SubViewport"]
transform = Transform3D(1, 0, 0, 0, 0.309017, 0.951057, 0, -0.951057, 0.309017, 0, 3, 1)
projection = 1
size = 1.4
near = 0.01
far = 10.0
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="SubViewport"]
transform = Transform3D(1, 0, 0, 0, 0.309017, 0.951057, 0, -0.951057, 0.309017, 0, 3, 1)
light_color = Color(1, 1, 1, 1)
light_energy = 1.0
shadow_enabled = false
[node name="ModelRoot" type="Node3D" parent="SubViewport"]
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