https://bugs.kde.org/show_bug.cgi?id=524808
[email protected] changed: What |Removed |Added ---------------------------------------------------------------------------- Status|NEEDSINFO |RESOLVED Resolution|WAITINGFORINFO |MOVED --- Comment #9 from [email protected] --- I checked the forum and there is already a feature request for it. So it probably makes sense to move further discussion there and vote for the feature: https://krita-artists.org/t/native-sprite-sheet-texture-atlas-import-and-export-functionality/112717 What is missing entirely, both in this ticket and in that thread, is a description of what the functionality is actually supposed to look like. The tickets basically just say they want a sprite sheet import (and export?) and then list a bunch of things they don't need, but they're entirely missing the actual requirements. That makes it not possible for anybody to really work on unless they themselves know what they need. With regards to the arguments given, saying that plugins are hard to find means maybe we should work on that. The solution is not to rewrite every plugin into a core component, particularly not ones that don't benefit from it. We can also totally bundle plugins with Krita, so if a sufficiently good spritesheet plugin ends up being developed, the feature could be added to it that way. The implementation is technically simple, dump all frames next to each other onto a PNG. But then there's additional requirements, some of which were already mentioned here, like restricting it to certain layers, animation ranges, imports, borders, packing of irregular sizes, power-of-two textures/sprites, controlling the number of rows/columns, controlling the arrangement if where which sprite goes, eliding duplicate frames, watermarking and whatever other features you can find in your favorite texture packer. The problem space is huge and inviting a small part of it into Krita will likely lead to it getting bigger. "Just keep it simple" still means we have to deal with people asking for features and sending patches to make it less simple, which takes away from our finite time. Turning Krita into half of a C++ texture atlas packing program is not a good use of that in my opinion. That Android doesn't have animation export features is false, they are already in Krita Plus and will be in the next version. The solution to Android not supporting plugins is, again, not to rewrite every plugin and stick it into Krita directly, it is to make plugins work on Android. -- You are receiving this mail because: You are watching all bug changes.
