Overview
Flips a card or coin in 3D-like motion with one node. The sprite compresses along the rotation axis, becomes a centered 1px edge at 90°, and switches to the back after 90°. It is designed for item pickups, card turns, coin tosses, and other common pixel animations.
Usage tips
- Promote Angle and drive it from 0 to 180° with
time_sourceandanimation_renderfor one flip, or 0 to 360° for a full rotation. - Connect an image of the back as seen head-on. At 180° it is displayed in that orientation. With no back input, the front is mirrored automatically.
- Perspective 0 is the standard orthographic pixel-art look. Try 0.2–0.5 when the near edge should grow and the far edge should shrink.
- Shading darkens the sprite near edge-on; 0.3–0.6 usually adds enough rotational depth.
- Axis Tilt supports diagonal flips. With Auto sampling, a diagonal axis selects RotSprite
to reduce jagged outlines. For a thrown, spinning card, combine this node with
pixel_rotate. - Output keeps the front image's canvas size and collapses around its center. Center the
subject first with
fit_to_canvaswhen needed.
Common mistakes
- A line remains at 90°: turn Edge Line off when the sprite should disappear completely.
- The edge needs a dedicated rim color: the built-in edge samples the sprite center.
Switch to a custom rim image around 90° with
value_selectfor a designed coin edge. - The back looks mirrored at 180°: supply the back image as it should look from the front; the node does not mirror an explicit back input.
- Strong perspective clips the near edge: reduce Perspective or add canvas padding.
- A tilted axis produces stair steps: use Auto or RotSprite instead of Nearest.
- A tilted axis shifts pixels slightly: diagonal-axis deformation requires resampling. Use horizontal/vertical axes for pixel-exact motion, or transform a path before rasterizing.
- A Bezier-based outline becomes rough: use
path_flipbefore rasterization and lighting for higher-quality path assets.
Related nodes
path_flip— lossless Bezier-stage flippath_transform— manual path rotation and negative scalingtransform— 90° rotation and mirroring without 3D depthvalue_select— switch to a custom edge or alternate faceanimation_render— render the flip as an animation