Collect
Utility
Bundles any number of individual images into a single batch output.
Collect combines any number of image inputs into one batch, one frame per connected image, each with its own name field. It is the manual counterpart to Image Folder: instead of loading a folder from disk, you hand-pick images from anywhere in the graph.
Collect takes texture sets too: wire in Texture nodes, or sets split out of a library, and the output is a library, one set per frame. A set’s own asset name names its frame, so sets split out of a Texture Folder library keep their asset names rather than the folder node’s. A batch never mixes images and sets.
Parameters
Section titled “Parameters”Pins
Image 1, Image 2, ...Image
BatchBatch
General
FramesData
Per-frame metadata array (name). Managed by the node UI
Usage Tips
Section titled “Usage Tips”- Drag rows in the Parameters panel to reorder frames without rewiring.
- Give each frame a descriptive name: Export Batch uses these names in the output filenames.
- A name you type wins for a single-image input. Left blank, the frame keeps the name the image carries: its file, a renamed source node, or a Tag, through any filters. An image nothing named is
frame_1,frame_2by its position. See Where an image’s name comes from. - A row belonging to a batch input is disabled, since one field cannot name many frames. Those frames keep the names they carry, so renaming the Image Folder or Split node they came through never renames them.
- Every frame keeps its swatch color, its tags, and its place on a Trim Sheet, so
{color}in an export file name and Arrange’s Original Positions still read them after Collect. - Wire the output into Sprite Sheet, Export Batch, or Split for batch processing, or into Tag to rename frames from a template.