sprite-sheet — Frame-by-Frame 2D Animation
This skill produces a grid of animation frames for a 2D character — walk cycle, idle bob, attack swing, death sequence — and wires the result into an AnimatedSprite2D via a SpriteFrames resource.
Sprite-sheet generation from a single text-to-image call is unreliable. Models can render "a sprite sheet of a knight walking" and produce 8 frames, but the inter-frame consistency (same anatomy, same costume, same lighting) is poor. Limbs morph between frames. Pixel sprites get extra fingers in frame 3. The result usually looks worse than the static sprite did.
This skill therefore offers three paths, ranked by reliability:
- Per-frame img2img (most reliable) — generate the base pose, then generate each subsequent frame via
referenceImageUrlwith a small pose delta. Composite the frames into a sheet externally or wire each as a separateSpriteFramesentry. - Single-call sheet + auto-slice (fast; sheet coherence is the gamble, not the cutting) — one prompt asks for the grid, then
assets.slice_sheetcuts it into individual frames server-side. Worth trying once for short cycles (4 frames or fewer) before falling back to (1). - Manual authoring (most reliable, slowest) — hand-author in Aseprite or Piskel. For pixel art at 32×32, this is often faster than fixing AI generations.
There is no single "generate a sprite sheet" operation, but there is a shared two-step sheet pipeline, and it is the same one Studio's Guided "sprite-sheet" workflow runs: assets.generate_image produces one sheet, then assets.slice_sheet({ assetId }) runs the server-side vision slicer that removes the background, detects each frame's bounding box, crops, and uploads every frame as its own image (one URL per slice). Call summer_call({ op: "docs.workflows", input: { workflowId: "sprite-sheet" } }) for the current ordered recipe and its stated limitations. Only Studio's frame-preview and visual timing-review UI is unreachable from MCP — the generation and the slicing both are reachable.
So do not tell the user to cut a generated sheet by hand or in ImageMagick. The cutting is automated; what is unreliable is inter-frame consistency inside the generated sheet.
When to use
- "Generate a walk cycle for the goblin sprite."
- "I need 4 attack frames for the player character."
- "Make a death animation — 6 frames of the enemy collapsing."
- "Create an idle bob, 2-frame loop."
- The character exists as a static sprite and needs animation.
When NOT to use
- The character is 3D — use
generate-motionfor skeletal animation. - The user wants a single static sprite →
pixel-artorcharacter-portrait. - The user wants UI animation (loading spinner, button hover) — animate via
AnimationPlayerrotating/tweening a static texture instead. Don't sprite-sheet UI. - The user has 12+ frames per animation and 4+ animations. That is dozens to hundreds of generations, each using credits. Pause and agree on scope first;
dryRun: trueon one frame's call shows its credits.
Steps
1. Anchor the base sprite
You need a stable reference. Either:
- The user has a static sprite already (
res://sprites/goblin.png) — use it asreferenceImageUrl. - Generate a base sprite via
pixel-artorcharacter-portraitfirst, then return here.
Without a base, every frame drifts.
2. Pick the path
Ask the user (or decide based on context):
| Signal | Path |
|---|---|
| Short cycle (≤4 frames), willing to accept some drift | Try single-call sheet first; fall back if bad |
| Pixel art at small resolution | Aseprite manual is often fastest |
| Higher-res character (128px+), 6-12 frames | Per-frame img2img |
| User wants exact-pixel consistency | Aseprite manual — AI cannot deliver exact pixels |
State the path before starting: "I'll do per-frame img2img: 6 generations. The first frame is the base; each next frame uses the previous one as reference. OK?"
3a. Path 1 — Per-frame img2img
Generate frame 1 (or use existing base). For each subsequent frame, prompt the pose delta and pass the previous frame as referenceImageUrl:
assets.generate_image({ prompt: "goblin warrior, walk cycle frame 2 of 6, right leg forward, slight bob upward, identical character, same costume, same palette. Not a different character, not a different costume, no scene background.", referenceImageUrl: "<frame 1 fileUrl>", model: "nano-banana-2", style: "<same as base>", removeBackground: true })
Keep aspectRatio (and width / height, if you set them) the same for every frame; put negations in the prompt text. removeBackground: true gives you real alpha instead of a prompted "transparent background" that the model may paint as a literal checkerboard. referenceImageUrl only works on edit-capable models (nano-banana-2, seedream-5-pro, nano-banana-lite, gpt-image-2, gemini-flash, flux-2); grok-imagine has no edit endpoint and returns edit_not_supported.
Repeat for each frame. Save each as goblin_walk_01.png, goblin_walk_02.png, etc.
After all frames return, wire each as a separate frame in a SpriteFrames
resource. Summer Engine treats them as a sequence; there is no need to
composite them into one sheet image.
3b. Path 2 — Single-call sheet, then auto-slice
assets.generate_image({ prompt: "goblin warrior walk cycle, sprite sheet, 6 frames in a horizontal row, identical character across frames, side view, frames clearly separated with empty space between them, consistent lighting, consistent palette. No scene background, no varying lighting, not a different character per frame.", model: "nano-banana-2", style: "none", aspectRatio: "21:9", removeBackground: true })
There is no "pixel" style preset (style is realistic | cartoon | anime | none). A wide aspectRatio gives a row of frames room; the layout and the negations have to be in the prompt.
Then cut it with the same server-side slicer Studio uses, passing the asset id the generation returned:
assets.slice_sheet({ assetId: "<generated sheet assetId>" })
It returns source (the sheet's width and height) and slices: each slice's url, name, category and bbox. The slices are image URLs, not assets: import the frames you want with summer_import_from_url_batch.
Inspect the result. If the frames are coherent and the count matches, proceed. If anatomy morphs across the row, or the slicer returns one giant box (items touching / no gaps), fall back to Path 1 or Path 3 — re-prompting with more separation between frames is the first thing to try.
3c. Path 3 — Aseprite manual fallback
Tell the user:
AI sprite-sheet generation is unreliable. For clean pixel animation, hand-author it in Aseprite (or Piskel, free in the browser). Onion-skin frame-by-frame; ~10 minutes for a 4-frame walk cycle. Want me to generate a base reference image you can trace?
If yes, generate the static base via pixel-art and stop here. The user takes it to Aseprite.
4. Import frames into Summer Engine
For per-frame import (Path 1):
summer_import_from_url(url="<frame 1>", path="res://sprites/goblin/walk_01.png") summer_import_from_url(url="<frame 2>", path="res://sprites/goblin/walk_02.png") ...
For a composited sheet (Path 2 or external composite):
summer_import_from_url(url="<sheet>", path="res://sprites/goblin/walk_sheet.png")
Set Filter: Nearest on import for pixel art, Linear for high-res.
5. Wire as AnimatedSprite2D
summer_add_node(scenePath="res://main.tscn", parent="./Goblin", type="AnimatedSprite2D", name="Sprite")
Every scene-mutating tool takes an explicit scenePath, and node paths are relative to that scene's root (./), not absolute /root/... runtime paths.
Building the SpriteFrames itself is not an MCP job. summer_set_resource_property takes five flat arguments (scenePath, nodePath, resourceProperty, subProperty, value) and its value is restricted to a single string, number, or boolean — it cannot take a frame array, and there is no "a:b/c" colon-path form for reaching nested sub-resources. Author the SpriteFrames as a .tres with summer_write_file and then point the node at it:
summer_write_file(path="res://sprites/goblin/goblin_frames.tres", content="<SpriteFrames .tres with the walk animation, its frames, speed and loop>", create_only=true) summer_set_prop(scenePath="res://main.tscn", path="./Goblin/Sprite", key="sprite_frames", value="res://sprites/goblin/goblin_frames.tres") summer_set_prop(scenePath="res://main.tscn", path="./Goblin/Sprite", key="animation", value="walk") summer_save_scene(scenePath="res://main.tscn")
For sheet-based (Path 2): the slicer already returns individual frame images, so import those and list them as frames. If you would rather keep one packed sheet, declare AtlasTexture sub-resources with one region per frame inside the same .tres.
6. Trigger from code
gdscript@onready var sprite: AnimatedSprite2D = $Sprite func _physics_process(delta): if velocity.length() > 0.1: sprite.play("walk") else: sprite.play("idle")
Prompt patterns
Per-frame img2img (Path 1)
| Goal | Frame 1 (base) | Frame N prompt skeleton (with referenceImageUrl: <frame N-1>) |
|---|---|---|
| Walk cycle (6 frames, side view) | <character>, side view, idle stance, transparent bg | <character>, walk cycle frame N of 6, <leg position description>, identical character, same costume, transparent bg |
| Attack swing (4 frames) | <character>, side view, weapon raised over head | <character>, attack frame N, <weapon position: descending / impact / recovery>, identical character, transparent bg |
| Idle bob (2 frames, loop) | <character>, neutral stance, slightly compressed | <character>, idle bob upper position, slightly extended upward, identical character, transparent bg |
| Death (6 frames) | <character>, hit react, leaning back | <character>, death frame N, <position: stumbling / kneeling / falling / collapsed>, identical character, transparent bg |
| Jump (3 frames) | <character>, crouched ready to jump | <character>, jump frame N, <apex extended / falling tucked / land impact>, identical character, transparent bg |
Single-call sheet (Path 2)
| Goal | Prompt that sometimes works |
|---|---|
| 4-frame walk cycle | <character> walk cycle, sprite sheet, 4 frames in horizontal row, side view, identical character, transparent background, clear frame separation, consistent lighting |
| 2-frame idle | <character> idle bob, sprite sheet, 2 frames horizontal, identical character, slight up-down delta, transparent background |
Bad prompts (and why)
| Bad | Failure mode |
|---|---|
goblin walking | Returns one image of a walking goblin. Not a sheet, not multiple frames. |
12-frame walk cycle in one image | Frame count too high for single-call. Anatomy morphs across the row. |
walk cycle for any character | No character anchor. Frames have different characters. |
Per-frame without referenceImageUrl | Each frame is a different goblin. |
sprite sheet, photorealistic | Photoreal characters in tight frames lose identity coherence fast. Stay stylized. |
Anti-patterns
- Skipping the base anchor. Without a stable reference (existing sprite or generated base), every frame drifts. Anchor first.
- Generating walk cycles at high frame counts (12+) via single call. Will fail. Use per-frame img2img or split into chunks.
- Wiring an inconsistent sheet anyway because you don't want to regenerate. Ship the inconsistency and the player notices the morphing limbs immediately. Cut the frame count or hand-author instead.
- Sprite-sheeting things that don't need to be sprite-sheeted. UI animation, simple bobs, fades — use
AnimationPlayerto tween a static texture instead. Sprite sheets are for character animation specifically. - Pretending Aseprite is a failure. Hand-authoring 4 pixel-art frames takes 10 minutes and looks better than 8 AI generations. Don't oversell AI here.
- Sending the user to ImageMagick or Aseprite to cut a generated sheet.
assets.slice_sheetdoes that server-side. Hand off the creative work, not the mechanical work.
Edge cases
- Pixel art at low resolution. AI per-frame img2img at 16×16 or 32×32 is ~impossible — the model can't preserve exact pixel positions. Aseprite or Piskel manual is the only reliable path. Generate a high-res reference and trace it down.
- Character with cloth / cape physics. Cloth animation is hard for any AI. Use a base sprite and add cloth as a separate
AnimationPlayer-tweened layer (Sprite2Dfor the cape, sin-wave-tweened rotation). - 8-direction sprite (top-down RPG with N/NE/E/SE/S/SW/W/NW). Generate one direction's full cycle, then for each other direction generate the FIRST FRAME via img2img with a "rotated to face X" prompt and use it as the new base for that direction's per-frame work. Multiplies generation count by 8 — pause for budget confirmation.
- User wants a turn-around (rotating in place over 8 frames). Same as 8-direction; generate single-frame per angle as anchor, accept that AI rotation won't be perfectly consistent.
- Animation needs to loop seamlessly. Make frame N+1 explicitly bridge back to frame 1 in your prompt. Or generate one extra "bridge" frame and drop it.
Without Summer Engine
In a session without Summer Engine tools (the assets profile; the summer-assets skill has the whole loop), do steps 1-3 and skip steps 4-6 (import, AnimatedSprite2D, trigger code). Pass out with the person's folder for each frame, or slice a sheet with assets.slice_sheet and save each piece with assets.get and out (the summer-assets skill says how). Tell the person the frame order and the frame rate you planned.
Fallback (no MCP)
Print the per-frame call sequence:
Frame 1: assets.generate_image({ prompt: "<base>", model: "nano-banana-2", style: "none", ... }) Frame 2: assets.generate_image({ prompt: "<base + delta>", referenceImageUrl: "<frame 1>", ... }) Frame 3: assets.generate_image({ prompt: "<base + delta>", referenceImageUrl: "<frame 2>", ... }) ...
Tell the user to run via the Summer dashboard. Or recommend Aseprite (paid) or Piskel (free, in the browser) for hand-authoring — for pixel art under 64×64, it is the faster path even with MCP available.
Handoff
After the animation is wired:
- More animations on the same character (idle, attack, death) → re-invoke this skill with the same base anchor, vary the delta.
- Sound effects synced to animation frames →
sound-effect, then wire viaCall Method TrackinAnimationPlayer. - Multi-direction sprites → re-invoke per direction (budget warning).
- Pixel-art static base if not yet generated →
pixel-artfirst. - 3D character animation instead →
generate-motion.
See also
pixel-art— base sprite generation.character-portrait— base portrait for higher-res characters.generate-motion— 3D-skeletal counterpart.sound-effect— frame-synced SFX.summer_docs_readidreference/mcp-tools-reference— how to callassets.generate_image.
From a shell
No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
| In this skill | Command |
|---|---|
assets.generate_image, summer_assets_generate_image | summer assets generate-image |
assets.get | summer assets get |
summer_assets_search | summer assets search |
assets.slice_sheet, summer_assets_slice_sheet | summer assets slice-sheet |
summer_docs_read | summer docs read |
docs.workflows | summer docs workflows |
summer_add_node | summer engine add-node |
summer_import_asset_by_id | summer engine import-asset-by-id |
summer_import_from_url | summer engine import-from-url |
summer_import_from_url_batch | summer engine import-from-url-batch |
summer_save_scene | summer engine save-scene |
summer_set_prop | summer engine set-prop |
summer_set_resource_property | summer engine set-resource-property |
summer_write_file | summer engine write-file |


