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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 Sequence to 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

  1. Menu: AI > Generate > 2D Spritesheet Sequence, opens the 2D sprite sheet sequence window.
  2. Enter character action description, and optionally upload a character reference image (defines identity, outfit, colors, body type, hairstyle).
  3. 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:

  1. User-uploaded reference image → Defines character identity and appearance (face, hairstyle, outfit, main colors), highest priority
  2. Character and action description in text
  3. 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

FeatureEntryGeneratorOutputBest For
2D Sprite Sheet Sequence FramesGUI sprite sheet windowFrontier Game Design4×4 spritesheet → auto slice + AnimationClipNeed sprite sheet, one-click animation export
2D Action Sequence Framesgenerate_sprite_sequence2D Sequence FramesFrame-by-frame PNG + AnimationClipGenerate 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