2D Frame-by-Frame Animation Generation
Generate 2D frame-by-frame animations (AnimationClip) from character reference images. Output multiple Sprite PNG frames + one AnimationClip (.anim) driving SpriteRenderer.m_Sprite, saved to Assets/TJGenerators/History/Sequence_yyyyMMdd_HHmmss/.
Getting Started
Start from GUI
Menu: AI > Generate > Generate 2D Frame Animation, or refer to the beginning section of Generate 3D Models.
Start from CLI
Use the generate_sprite_sequence tool to generate 2D frame-by-frame animations from character reference images. After generation is complete, the animation is automatically saved and can be used in the scene.
Prerequisites: Must provide image_path (character reference image), sequence frames cannot be generated without a reference image. If you don't have an existing image, first use generate_sprite to generate a character sprite, then use its result as image_path.
Supports 3 animation types:
| Animation Type | animation_type | Description |
|---|---|---|
| Idle | idle (default) | Character standing/breathing animation |
| Front Run | frontRun | Character running forward loop |
| Back Run | backRun | Character running backward loop |
Only these 3 valid values, other values will fall back to
idle.
Models
sprite_sequence_v1 (Only Model)
- generator_id:
sprite_sequence_v1(only, default) - Use Cases: 2D character frame animations (idle, running, etc.)
- Output: Multiple Sprite PNG frames + one AnimationClip (.anim) driving
SpriteRenderer.m_Sprite - Output Directory:
Assets/TJGenerators/History/Sequence_yyyyMMdd_HHmmss/ - Key Parameters:
image_path(required): Character reference image pathanimation_type: Animation type (idle/frontRun/backRun, defaultidle)fps: Frame rate (1–60, default 12)loop: Whether to loop (default true)
Optimization
Reference Image Optimization
- Reference image quality directly affects sequence frame quality: Clear, clean background, frontal character reference images work best
- Use sprites generated by
generate_sprite+is_segmentation: true(SeeDream) as reference images, background already removed - Reference image should have character fully visible, no occlusion, no cropping at the edges
Frame Rate Selection
- 8–12 FPS: Pixel style/retro style, small files
- 12–18 FPS: Smooth moving characters
- 24 FPS: High quality animation
- 30+ FPS: Very fast action/particle effects
Loop Settings
- Idle/Walk/Run/Hover:
loop: true(default) - One-time actions (attack, jump, death, celebration):
loop: false
Parallel Generation
- Maximum 5 concurrent tasks, can generate idle + frontRun + backRun simultaneously
Complete Workflow (when no reference image)
- First use
generate_spriteto generate character sprite - Use sprite path as
image_path, callgenerate_sprite_sequence
Notes
- ⚠️
image_pathis required—sequence frames cannot be generated without reference image; tool does not pre-validate file existence, task will quickly becomefailedon path error - ⚠️ Generation time 60–180 seconds
- ⚠️ Only supports 3 animation types: idle / frontRun / backRun (case-sensitive), other values fall back to idle
- ⚠️ Output is 2D frame animation, not 3D skeletal animation—if you need 3D characters with skeletal animations, please use Animated 3D Character Generation
- ⚠️ AnimationClip drives SpriteRenderer (switching sprite frames), not skeletal deformation; playback requires GameObject to have both SpriteRenderer and Animator
- ⚠️ Output path:
Assets/TJGenerators/History/Sequence_yyyyMMdd_HHmmss/ - ⚠️ Domain Reload: Do not write
.csfiles to disk during generation