# Production agent sources rendered directly by SpriteForge. Project-specific # object names live here; the standalone tool only understands logical layers. version: 1 defaults: backend: blender dirs: 8 fps: 12 size: 70x90 postprocess_scale: 0.25 pivot: "140,348" tags: [agent, modular, blender] agent_body_sleek: rig: ../agents/agent_rig.blend parts: {body: body_sleek_mesh} anims: [idle, walk, attack] params: &agent_render executable: blender render_size: 280x360 ortho_scale: 3.2142857 elevation: 26.565 camera_distance: 10 # With the 26.565 degree camera this projects world origin (the point # between the feet) to the declared supersampled pivot at y=348. camera_target: [0, 0, 1.70] direction_offset_deg: -90 engine: BLENDER_EEVEE samples: 16 actions: {idle: idle, walk: walk, attack: attack} frames: {idle: 4, walk: 8, attack: 6} loop_sampling: true part_members: body: [body_sleek_mesh, body_sleek_helmet, body_sleek_visor, body_sleek_respirator, body_sleek_collar] agent_armor_vest: tags: [agent, modular, blender, armor, paperdoll_layer] rig: ../agents/agent_rig.blend parts: {armor: armor_vest_shell} anims: [idle, walk, attack] params: <<: *agent_render part_members: armor: [armor_vest_shell, armor_vest_chest_plate, armor_vest_mag_l, armor_vest_mag_r] agent_weapon_rifle: tags: [agent, modular, blender, weapon, paperdoll_layer] rig: ../agents/agent_rig.blend parts: {weapon: weapon_rifle_receiver} anims: [idle, walk, attack] params: <<: *agent_render part_members: weapon: [weapon_rifle_receiver, weapon_rifle_barrel, weapon_rifle_stock, weapon_rifle_optic]