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.

Spritesheet Editor with frame strip, timeline and a frame open in the editor

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:

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.