Sprite Animator · free

Preview sprite sheet loops at real game FPS

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.

✓ Grid slicing✓ FPS + scrub✓ Free · no credit spend

demo · 12 fps · nearest

The live workspace plays real sliced frames from your sheet. Open the lab to scrub, retarget FPS, and export.

play · scrub · export webmlive preview

from sheet to motion

Slice the grid, play the loop, export the proof

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.

step 02

Define the grid

Set columns, rows, padding, and how many frames to play — matching Godot Hframes/Vframes or Unity's Multiple slice grid.

step 03

Play at game FPS

Preview at 4–30 FPS with loop, pause, and scrub so timing matches the rate you will use in-engine.

step 04

Export previews

Download the current frame, dump all sliced PNGs, or record a WebM of the loop for reviews and design docs.

where it fits

Who Sprite Animator is for

Timing before import

Check whether an 8-frame walk feels right at 12 FPS versus 24 FPS before wiring SpriteFrames or an Animator clip.

Catch alignment bugs

Scrub frame-by-frame to spot baseline drift, wrong column counts, or padding mismatches that break loops in-engine.

Share motion drafts

Export a short WebM of the cycle for teammates who are not opening the game project yet.

go deeper

Related reading and tools

sprite animator faq

Questions, answered

What is bunpav's 2D sprite sheet animator?

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.

Does it AI-generate new animation 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.

What FPS should I use?

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.

Why nearest-neighbor scaling?

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.

Is Sprite Animator free?

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.

see the loop before you import

Open Sprite Animator and play a walk cycle