Unity
Set Texture Type to Sprite (2D and UI), Sprite Mode to Multiple, Filter Mode to Point, and Compression to None. In Sprite Editor, Slice with Grid by Cell Size using the selected frame size.
Generate four related poses and assemble them into a predictable 2 × 2 PNG. The first frame guides the next three; every frame is processed at the selected target size before the sheet is stitched in your browser.
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 one asks for a clean standing pose, simple design, minimal accessories, and a clear silhouette. This is the visual reference, so reject it early if the proportions or colors are wrong.
Frames two through four use frame one as a subject reference and request a transition, peak action, and return pose. Reference guidance reduces drift but cannot eliminate it.
Each square source is downsized to the chosen target and passed through the same edge-connected background-removal routine. Check soft shadows, hair, weapons, and glow for alpha artifacts.
Frames are placed left-to-right, top-to-bottom: 1 and 2 on the first row, 3 and 4 on the second. If a later request fails, the UI warns you; inspect the result for a duplicated fallback frame.
A 2 × 2 grid doubles the selected frame width and height. These are the numbers to enter in a grid-based importer.
| Selected frame | Downloaded sheet | Grid |
|---|---|---|
| 32 × 32px | 64 × 64px | 2 columns × 2 rows · 4 frames |
| 64 × 64px | 128 × 128px | 2 columns × 2 rows · 4 frames |
| 128 × 128px | 256 × 256px | 2 columns × 2 rows · 4 frames |
| 256 × 256px | 512 × 512px | 2 columns × 2 rows · 4 frames |
Set Texture Type to Sprite (2D and UI), Sprite Mode to Multiple, Filter Mode to Point, and Compression to None. In Sprite Editor, Slice with Grid by Cell Size using the selected frame size.
For Sprite2D, set hframes to 2 and vframes to 2. For animation, create an AnimatedSprite2D SpriteFrames resource and add the four cells in reading order.
Import the PNG as a sprite, choose Convert to Frames, then set four frames with two images per row. Confirm the same origin and bounding box across all subimages.
Load it with this.load.spritesheet and supply the selected frameWidth and frameHeight. Create the animation from frames 0 through 3.
Upload the downloaded PNG locally, set two columns and two rows, and verify that the dimensions divide evenly. The lab previews the four frames, calculates cell size, and can export an individual frame.