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Slicing sprite sheets

A sprite sheet is one image with many animation frames laid out in a grid. The Slicer cuts that grid into individual frames and sends them into the Importer. It opens automatically when you import a Sprite Sheet.

The Slicer, showing the grid overlay, settings sidebar, and frame preview strip.

The Slicer shows your sheet with a grid overlaid on it. You describe the grid (how big each frame is, how many rows and columns), pick the cells you want, and confirm. The header shows the sheet’s pixel dimensions to help you do the math.

The settings sidebar gives you two ways to define frames: set the frame size, or set the grid count; they stay in sync with the sheet’s dimensions:

  • Frame Size. The width and height of a single frame, in pixels.
  • Grid. The number of columns (X) and rows (Y).
  • Separation. Pixel gaps between cells, if your sheet has gutters.
  • Offset. A pixel margin from the sheet’s top-left corner, if the grid doesn’t start flush in the corner.
  • Frame Order. The reading order for numbering frames: Left → Right, Top → Bottom (default) or Top → Bottom, Left → Right.

Not sure of the numbers? Try Auto-detect grid, which analyzes the sheet and guesses the layout for you.

Click cells on the grid to select the frames you want (the count shows as selected / total). Use Select All or Select None to work quickly. The preview strip shows your chosen cells in order, so you can confirm the animation reads correctly before committing.

Viewing aids that don’t change the output:

  • Background. Swap the canvas backdrop between Checker (shows transparency), Light, Gray, Dark, or Magenta (high contrast for spotting stray pixels).
  • Zoom. Zoom in/out, jump to Fit, or Reset to 100%.

When your selection looks right, click Confirm (N frames) at the bottom. The Slicer cuts the chosen cells, in order, and hands them back to the Importer, then closes. Back in the Importer you can reorder or trim further, set the FPS, name the sprite, and import it.