Frame 1
Standing reference
A clean side-profile pose establishes proportions, palette, and silhouette.
Build a short side-view walk-cycle draft as a four-frame horizontal strip. The tool creates each pose separately, uses frame one as a subject reference, stitches the PNG, and shows a browser preview so obvious jumps are visible before download.
Try a preset:
0/500
Downloads as a transparent PNG at your selected target size. The AI generates a clean source image first, then exports it with crisp nearest-neighbor scaling.
💡 First generation may take 60–90s due to API cold start. Subsequent generations are faster.
Frame 1
A clean side-profile pose establishes proportions, palette, and silhouette.
Frame 2
The feet move together while the body transitions over the planted leg.
Frame 3
The opposite foot moves forward to create the second strong stride pose.
Frame 4
A mid-stride pose connects the opposite contact back to frame one.
These hints encourage a walk cycle, but generation is not skeletal animation. The model can still change anatomy, clothing, weapon angle, lighting, or ground contact. Treat the preview as a fast failure check, not proof of production-quality motion.
A horizontal strip is four times the selected frame width and one frame high. Playback order is left to right: 0, 1, 2, 3, then back to 0.
| Selected frame | Downloaded strip | Importer values |
|---|---|---|
| 32 × 32px | 128 × 32px | 4 columns × 1 row · frames 0–3 |
| 64 × 64px | 256 × 64px | 4 columns × 1 row · frames 0–3 |
| 128 × 128px | 512 × 128px | 4 columns × 1 row · frames 0–3 |
| 256 × 256px | 1024 × 256px | 4 columns × 1 row · frames 0–3 |
Slow playback exposes duplicated frames, direction changes, a moving pivot, and inconsistent limbs. Fix these before judging whether the movement feels smooth.
Eight frames per second is a practical first check for a four-frame pixel-style walk. Watch the feet: they should not both slide across the ground in the same direction.
Faster playback makes a bad transition between frame four and frame one obvious. It also reveals flashing colors and changing accessories that are easy to miss in still images.
Import as Sprite (2D and UI), set Sprite Mode to Multiple, and slice Grid by Cell Size using the selected frame dimensions. Drag frames 0–3 into one Animation Clip and begin around 8 samples per second.
Set hframes to 4 and vframes to 1, or add all four cells to an AnimatedSprite2D SpriteFrames animation. Start at 8 FPS and enable looping only after checking frame four back to frame one.
Load with the exact frameWidth and frameHeight. Create frames 0 to 3, set frameRate to 8, and repeat -1. Point filtering is usually preferable for the small exported sizes.
Do not drop this strip directly into the characters folder. RPG Maker expects three motion columns by four direction rows per character. Repaint or rearrange the frames into that layout first.
In the Sprite QA Lab, choose four columns and one row. The tool checks the math, previews playback at an adjustable FPS, reports whether alpha pixels exist, and exports the current frame as a PNG.