step 01
Load a sheet
Upload a PNG sprite sheet or start from a demo walk, idle, or slash cycle packed with the same grid rules as Sprite Sheet Lab.
Sprite Animator · free
Slice by columns and rows, play with nearest-neighbor sharpness, scrub for alignment bugs, and export WebM or PNGs before you import into Unity or Godot.
from sheet to motion
step 01
Upload a PNG sprite sheet or start from a demo walk, idle, or slash cycle packed with the same grid rules as Sprite Sheet Lab.
step 02
Set columns, rows, padding, and how many frames to play — matching Godot Hframes/Vframes or Unity's Multiple slice grid.
step 03
Preview at 4–30 FPS with loop, pause, and scrub so timing matches the rate you will use in-engine.
step 04
Download the current frame, dump all sliced PNGs, or record a WebM of the loop for reviews and design docs.
where it fits
Check whether an 8-frame walk feels right at 12 FPS versus 24 FPS before wiring SpriteFrames or an Animator clip.
Scrub frame-by-frame to spot baseline drift, wrong column counts, or padding mismatches that break loops in-engine.
Export a short WebM of the cycle for teammates who are not opening the game project yet.
go deeper
sprite animator faq
Sprite Animator is a free browser tool that slices a sprite sheet into a grid, plays the frames at a chosen FPS with loop and scrub controls, and exports WebM previews or individual PNG frames.
No. It animates frames that already exist on a sheet. Consistent motion still comes from your art pipeline (hand-keyed frames, rigging, or future AI tools). This lab is the preview and validation step engines need.
12 FPS is common for retro pixel art, 24 FPS for smoother 2D motion. Match the preview FPS to the rate you will set in Unity, Godot, or Phaser so the loop does not feel sped up or sluggish after import.
Pixel art blurs when browsers or engines use linear filtering. Nearest-neighbor (Point filter, no mipmaps) keeps hard edges sharp during preview — the same advice Godot and Unity docs give for 2D pixel games.
Yes. Signed-in users can preview and export without spending AI generation credits. Pair it with Sprite Sheet Lab when you still need to pack loose frames into a sheet.