<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>2D动画 on PlumePHP</title><link>https://plumephp.com/tags/2d%E5%8A%A8%E7%94%BB/</link><description>Recent content in 2D动画 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Tue, 14 Apr 2026 16:48:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/2d%E5%8A%A8%E7%94%BB/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot 2D 精灵导入流水线：Aseprite、SpriteFrames 和版本一致性</title><link>https://plumephp.com/godot-sprite-import-aseprite-pipeline-2026/</link><pubDate>Tue, 14 Apr 2026 16:48:00 +0800</pubDate><guid>https://plumephp.com/godot-sprite-import-aseprite-pipeline-2026/</guid><description>&lt;h2 id="精灵动画不是导进来能播就结束"&gt;精灵动画不是导进来能播就结束&lt;/h2&gt;
&lt;p&gt;Godot 做 2D 游戏时，精灵动画通常来自 Aseprite、Spine、TexturePacker 或手工图集。对像素风项目，Aseprite 很常见。美术画好 idle、run、attack，程序导入 SpriteFrames，角色就能动起来。早期很顺，但角色一多，导入规则、命名、帧率、原点、碰撞点、事件帧都会变成问题。&lt;/p&gt;</description></item></channel></rss>