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Tour of the Window

Snap Studio Pro is one window with a live 3D preview and a row of tabs across the top. Each tab is a self-contained workflow. This page is the map: what each tab is for, where the preview controls live, and how to keep the interface simple until you actually need its depth.

You don't need most of this on day one

The window opens on the Basic tab, and Basic is enough to load a prefab and export a sprite. Treat the rest of the tab bar as rooms you walk into when a job calls for them β€” not a checklist. If you just want a first result, go straight to Your First Sprite.


The layout

Every tab shares the same frame:

  • A tab bar along the top β€” the eight workflows, described below.
  • A live preview in the middle β€” your prefab, rendered exactly as it'll be captured.
  • Panels on the side β€” the controls for whichever tab you're on.
The Snap Studio Pro window with the tab bar, live preview, and side panels labelled
The whole window: tab bar on top, live preview centre, workflow panels to the side.

The tab bar, as a map

The tabs run left to right in this order. Each is a full workflow β€” pick the one that matches your goal.

Tab Use it when you want to…
Basic Load a prefab and export a single sprite β€” the everyday capture. β†’ Capturing a Single Sprite
Advanced Reach for deeper capture controls β€” framing overrides, extra options β€” beyond the Basic essentials.
Static Sprite Animation Capture a static prefab from every angle β€” directional sprites or a turntable, as frames or a sprite sheet. β†’ Animation Export Β· Directional Capture
Character Animation Turn animation clips into frame sequences, spritesheets, or GIFs. β†’ Animation Export Β· Directional Capture
Environment Extract and capture environment and prop scenes. β†’ Environment Extraction
Shadows Add a grounded contact shadow under the capture, or export the shadow on its own. β†’ Shadows
Particle FX β˜… Bake a particle system down to sprite frames. β†’ Particle FX Baking
VFX Graph β˜… Export a Visual Effect Graph to sprite frames. β†’ VFX Graph Export

The β˜… tabs are Expert features, not hidden ones

Particle FX and VFX Graph carry a small purple star. They're finished and always available β€” the star just flags that baking lossy 3D effects down to 2D takes some know-how. Nothing is locked away; the marker is an honest heads-up that you're in the deep end.

Close-up of the tab bar with all eight tabs and the Expert star on Particle FX and VFX Graph
Eight workflows in one row; the star marks the two Expert tabs.

The live preview

The centre of the window is a live render of your prefab β€” the same view that gets captured. To choose the angle:

  • Left-drag anywhere in the preview to rotate the prefab.

Whatever you rotate to is exactly what gets exported. The preview is honest: lighting, background, and framing all update live, so what you see is what you capture.

Left-dragging in the live preview to rotate the prefab
Left-drag in the preview to rotate β€” the angle you set is the angle you capture.

Progressive disclosure: start simple

The tab bar is ordered on purpose. Basic covers the common case; everything deeper sits further right, and the two Expert tabs are starred. You're never gated out of any of it β€” but you're never forced into it either.

A sensible path:

  1. Start on Basic. Load, frame, export.
  2. Open Advanced when a capture needs finer control than Basic gives.
  3. Step into a workflow tab β€” Static Sprite Animation, Character Animation, Environment, Shadows, Particle FX, VFX Graph β€” when that's the job.

Global defaults live in Preferences, not in the tabs

Settings that apply across your whole session β€” hotkeys, behaviour toggles, default sizing β€” live in Preferences, reached from the gear icon in the window header. Keeping them out of the workflow tabs is deliberate: the tabs stay about the capture in front of you. See Preferences for the full list.


Next steps

Now that you know the map, pick a destination: