The Spritesheet Editor organizes a character's animation frames, previews the animation at a chosen speed, lets you touch up individual frames pixel by pixel, and exports the result as a PNG strip for your game engine.
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Accessing the Spritesheet Editor¶
Click Spritesheet Editor in the sidebar. The Spritesheet Generator also opens it automatically after saving frames.
Selecting a Character¶
Choose a character from the Character dropdown at the top. Only characters created in the Character Designer appear here. A character with no saved frames shows only its T-pose.
Frames come from two sources:
- the Pose Editor, one frame at a time, and
- the Spritesheet Generator, several frames per generation.
Layout¶
| Area | Contents |
|---|---|
| Top bar | Character dropdown and the two Export buttons |
| Frame editor (left) | The selected frame in the pixel editor, with Save Frame or Edit Original Character |
| Timeline (right) | The frame strip, the playback track with start/end markers, and the FPS and zoom controls |
Frame Strip¶
The frame strip displays all frames horizontally:
- T-Pose (frame 0) -- The character's base sprite from the Character Designer.
- Frame 1, Frame 2, … -- Saved animation frames, in their stored order.
Click a frame to select it. The selected frame is highlighted and opens in the frame editor on the left, and the playback track jumps to it.
Reordering Frames¶
Drag a frame thumbnail and drop it on another frame to swap their positions. The new order is saved immediately and is the order used for playback and export. The T-Pose is fixed at position 0; it cannot be dragged, and nothing can be dropped before it.
Deleting Frames¶
Hover over a frame and click the red trash icon in its top-right corner. The frame and its image file are removed at once.
Warning
Deleting a frame has no confirmation and no undo. If the deleted frame was open in the editor, the editor falls back to the T-Pose.
Frame Editor¶
The left panel shows the selected frame in the same palette editor used everywhere else in the app (see Image Editor). For saved frames (Frame 1 and up) you can:
- paint with the Pencil and Eraser, pick and merge palette colors,
- mirror, nudge, scale, or resize the frame from the Image menu,
- undo and redo with
Ctrl+Z/Ctrl+Shift+Z, and - click Save Frame to overwrite the frame's image file with your changes.
The T-Pose is read-only here. Its tools are disabled with the hint "The T-Pose is read-only here. To edit it, open the character in the Asset Browser." Click Edit Original Character to open the Character Designer in edit mode; when you return, the strip reloads with the updated sprite.
Timeline¶
Below the frame strip, the Animation Timeline provides playback and range controls:
| Control | Description |
|---|---|
| Play / Pause | Cycle through the frames between the start and end markers. The current frame is highlighted in the strip. |
| Start / End | Type frame numbers, or drag the green (start) and orange (end) markers on the track. The end cannot precede the start. |
| FPS | Choose a preset (4, 8, 12, 24) or type any value from 1 to 60. |
| Zoom | Slider that changes the thumbnail size in the frame strip (48 to 160 px). |
The frame strip and the track scroll together, so long animations stay lined up.
Exporting Spritesheets¶
Two export buttons sit next to the character dropdown:
- Export Full Spritesheet -- Exports every frame (T-Pose plus all saved frames, in strip order) as one horizontal PNG strip.
- Export Range (start–end) -- Exports only the frames between the current start and end markers. The button is disabled when the range contains a single frame.
Clicking either button opens a Windows save dialog. The suggested file name is derived from the character's name (for example adventure_hero_spritesheet.png, or adventure_hero_spritesheet_range_1-4.png for a range). Choose a location and click Save.
Details of the exported PNG:
- Frames are placed left to right with no gaps or padding, each at the character's frame size.
- If the character has a transparent color, that color is converted to real transparency in the export.
- The export is also recorded in the project as a spritesheet entry.
Horizontal strips only
In this alpha the exporter writes single-row strips. Grid layouts, per-frame metadata files, and engine-specific formats are planned. If your engine needs a grid, import the strip and slice it there.
Troubleshooting¶
- No characters in the dropdown -- Create one in the Character Designer first.
- Frames missing from the strip -- Frames are loaded from the database when you pick a character. Save frames from the Pose Editor or the Spritesheet Generator, then reselect the character.
- Exported strip is blank or short -- A frame image file was moved or deleted on disk. Delete the broken frame and regenerate it.