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Some late night tinkering on this funky little Animade Frames app. It instantly transforms a sheet of frames into a looping animation. I NEED TESTERS 🤓 Comment below if you fancy testing out the beta iOS release for me. Animade #AnimadeFrames #iOS #animation #toy #soon

27,569 views • 3 years ago •via X (Twitter)

8 Comments

Tom Judd's profile picture
Tom Judd3 years ago

Right! Have at it! Grab a copy of the Animade Frame app for iPhone or iPad and have a play. Please share any of your creations, bugs or comments below. Thanks everyone 🙏 #animadeFrames @animadetv

Tom Judd's profile picture
Tom Judd3 years ago

For those of you with an iPad and an iPhone it’s worth testing the procreate template file. @big4ed is currently working up some train frames on the train. I’ll post the results when he’s done 🚂

Tom Judd's profile picture
Tom Judd3 years ago

🍌

JUICY's profile picture
JUICY3 years ago

@animadetv I’d love to test it out!

raquel's profile picture
raquel3 years ago

@animadetv i'd love to test it!

molly magnell ✨open for freelance ✏️✨'s profile picture
molly magnell ✨open for freelance ✏️✨3 years ago

@animadetv I’m so into this and down if you’re still looking for testers!

Felix Massie's profile picture
Felix Massie3 years ago

@animadetv Yes please! 🤠

𝖆𝖓𝖌𝖚𝖘's profile picture
𝖆𝖓𝖌𝖚𝖘3 years ago

@animadetv I’ve been running a workshop with this pipeline for years using a template that gets scanned and goes into a symbol in flash. I’d love to try your app and see how much faster it would be!

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I vibe coded and built a sprite animation pipeline 🛠️ (Day 22 of making the engine+game) ⬇️ Watch the video if you don't wanna read the wall of text - it directly shows what I do. Shoutout to Jidé ✨ for showing me a paper on black/white combination to get alpha, it's the cleanest method yet, and to Cursor for enabling this entire journey. If you prefer the wall of text here you go: The hardest part of using general image models for 2D sprites isn’t getting a nice-looking frame, it’s getting consistent motion across a whole sprite sheet. You can fake a sheet, but frames won’t align, timing drifts, and you end up with weird artifacts. Even if you manually cut frames + interpolate, the animation often looks “off” because each frame is basically a new interpretation, not the same character evolving over time. This is especially noticeable with public API models like gpt-image-1.5 and Nano Banana. Some custom LoRAs for open models exist, but this is intended for less techy folks. My workaround: use a video model first, then post-process into a sprite sheet. Render the animation over a solid background (white/black/magenta/green), then chroma-key it out (my engine tool supports this). If the motion stays inside the silhouette, this works surprisingly well. You can do this in almost any video editing software too! The catch: keying almost always leaves an “aura” (edge spill). My best results come from interpolating the keyed animation with a clean base sprite, so you keep crisp edges and only “borrow” motion/detail where needed. If the animation extends outside the silhouette (tree branches, hair wisps, foliage), I usually skip “true sprite animation” and do it with shaders instead. Keying can’t fully remove halos there, no matter how much feathering/tuning you do. Another annoying issue: pixel corruption. AI rarely generates a perfectly flat background (pure #000000 or #FF00FF). That tiny noise breaks clean extraction and creates crawling garbage pixels around the subject. For clean base sprites (and even PBR maps), a useful trick is generating the same asset on white + black backgrounds and deriving alpha from the difference. This is basically a matte workflow: white = opaque, black = transparent. It fixes aura… but you’d need it per-frame to fix animation, which is still hard. For simple pixel art (single-digit frames), you can sometimes generate a sprite sheet, then ask the model to recreate it on black/white while preserving alignment… but it’s still manual-heavy. Honestly, at this point, for some projects it’s easier to go 3D → 2D and render clean sprites/maps directly. But I still love pushing “pure 2D” and seeing how far we can take it. Thanks for reading! Follow/bookmark/repost if interested in this kind of content!

Startracker 🔺

20,181 views • 7 months ago