2D Sprite Sheet Sequence Frames
Use the Frontier Game Design model to generate 4×4 sprite sheet images (spritesheet), with automatic green-screen cutout, grid slicing, and AnimationClip export. Unlike 2D Action Sequence Frames, this feature runs in a dedicated 2D sprite sheet sequence window, producing a single image arranged in a grid (default 4 columns × 4 rows, total 16 frames), then automatically slicing and assembling the animation; 2D Action Sequence Frames generate frame-by-frame PNGs + AnimationClip directly from a reference image.
GUI exclusive feature. "2D Sprite Sheet Sequence Frames" is accessed via Editor menu
AI > Generate > 2D Spritesheet Sequenceto open the dedicated sprite sheet sequence window. It uses Frontier Game Design + sequence frame prompt templates, supports prompt templates and reference images, and currently has no independent CLI tool entry.
Getting Started
Start from GUI
- Menu:
AI > Generate > 2D Spritesheet Sequence, opens the 2D sprite sheet sequence window. - Enter character action description, and optionally upload a character reference image (defines identity, outfit, colors, body type, hairstyle).
- After generation, you get a 4×4 spritesheet image; the editor automatically performs green-screen cutout, grid slicing, and exports an AnimationClip.
How It Works
Multi-Reference Images and Channel Constraints
2D sprite sheet sequence frames support two types of reference images, priority from high to low:
- User-uploaded reference image → Defines character identity and appearance (face, hairstyle, outfit, main colors), highest priority
- Character and action description in text
- Layout reference image (knowledge) → Only for row/column grid, frame alignment, and slice layout; does not reference character, art style, colors, or action appearance from it
Default Sequence Frame Configuration (4×4, 16 frames)
- Fixed grid 4 columns × 4 rows = 16 frames, each frame same size, strictly aligned
- Same character maintains identity across all frames (face/hairstyle/outfit/main colors don't drift)
- No text, numbers, grid lines, watermarks, or UI elements in the image
- Default pure green background (for automatic cutout)
- Fixed 1:1 aspect ratio
- Slice parameters:
sliceColumns = 4,sliceRows = 4
Optimization
Prompt Optimization
- Focus on "character + action": Clearly describe the character and action sequence to portray (e.g., walking, attacking)
- Provide character reference image: Ensures character identity consistency across frames, reduces appearance drift
- If action description is incomplete, the model auto-completes a coherent action sequence suitable for 4×4
Difference from 2D Action Sequence Frames
| Feature | Entry | Generator | Output | Best For |
|---|---|---|---|---|
| 2D Sprite Sheet Sequence Frames | GUI sprite sheet window | Frontier Game Design | 4×4 spritesheet → auto slice + AnimationClip | Need sprite sheet, one-click animation export |
| 2D Action Sequence Frames | generate_sprite_sequence | 2D Sequence Frames | Frame-by-frame PNG + AnimationClip | Generate specific actions from reference image |
Notes
- ⚠️ GUI exclusive: Currently used via menu
AI > Generate > 2D Spritesheet Sequence, no independent CLI tool - ⚠️ Fixed 4×4 / 16 frames / 1:1 / green-screen background: Output is a single spritesheet; editor auto cutout, slicing, and AnimationClip export
- ⚠️ Character consistency relies on reference image: Uploading a character reference image significantly reduces inter-frame appearance drift
- ⚠️ Layout reference image only affects layout: Don't expect it to influence character appearance or art style
- ⚠️ To generate specific actions (idle, run, etc.) directly from a reference image, use 2D Action Sequence Frames