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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 Typeanimation_typeDescription
Idleidle (default)Character standing/breathing animation
Front RunfrontRunCharacter running forward loop
Back RunbackRunCharacter 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 path
    • animation_type: Animation type (idle / frontRun / backRun, default idle)
    • 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)

  1. First use generate_sprite to generate character sprite
  2. Use sprite path as image_path, call generate_sprite_sequence

Notes

  • ⚠️ image_path is required—sequence frames cannot be generated without reference image; tool does not pre-validate file existence, task will quickly become failed on 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 .cs files to disk during generation