Using Images for 2D Cutout Animation in Blender

Andreas Loew
Using Images for 2D Cutout Animation in Blender

This video was created independently by Cristine / Art Squirrel Blog. We are not affiliated with the creator and did not sponsor the video or provide free software.

A written version of her Tutorial is available from here: 2D Cutout Animation in Blender

You can download the trial of TexturePacker3D from here:

Video outline

This is a rough summary of the video content.

Chapter 1: Introduction & Comparison with Moho

Timestamp: 0:10

Learn how to create 2D cutout animations in Blender using image planes. While Blender requires more manual work than specialized 2D software like Moho, it offers a complete workflow from image preparation to final export. You'll follow the entire process using a squirrel character as an example.

Chapter 2: Preparing Images in Krita

Timestamp: 2:49

Prepare your character layers in Krita for Blender import by flattening nested groups, ensuring sequential naming, and using "Convert Group to Animated Layer" to export as PNG files. This ensures proper layering order when you import them into Blender.

Chapter 3: Importing to Blender

Timestamp: 6:41

Import your image sequence using Blender's "Import Images as Planes" add-on with proper depth separation settings. Set up a camera and align it to frame your character, creating the foundation for 2D cutout animation.

Chapter 4: Mesh Optimization

Timestamp: 9:06

Optimize your imported image planes using the Tessellate Texture Plane add-on to convert rectangular meshes into shape-conforming triangulated geometry. This eliminates transparent areas and improves rigging performance.

Chapter 5: Materials & Normal Maps

Timestamp: 12:45

Export normal map versions from Krita and set up Blender materials by connecting normal map textures through Normal Map nodes to add depth and dimension to your 2D character.

Chapter 6: TexturePacker3D Workflow

Timestamp: 15:55

Export your character as FBX from Blender, then import it into TexturePacker3D to combine individual textures into optimized atlases, improving performance by reducing draw calls and also simplifying your asset by only using one albedo and one normal map.

Chapter 7: Final Setup in Blender

Timestamp: 17:37

Import your texture-packed FBX back into Blender and create a streamlined material setup using the atlas textures, linking materials across all objects for optimal memory usage.

Chapter 8: 3D Coat Integration

Timestamp: 21:42

Use 3D Coat as an alternative texturing workflow to enhance your character with procedural materials and export game-ready texture maps including ambient occlusion, roughness, and metalness.

Chapter 9: Rigging and Animation Considerations

Timestamp: 24:30

Learn about rigging 2D cutout animations in Blender, including bone placement, weight painting, and the challenges compared to specialized 2D software like Moho. Understand the limitations when exporting to game engines and alternative approaches for 2D animation workflows.