Frame Drifting
Corrects jitter and pivot drift between independently generated animation frames.
DROP YOUR SPRITE FOR FRAME DRIFTING
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WHAT IS FRAME DRIFTING?
Frame Drifting is an advanced stabilization tool for 2D animators and game developers. When animations are generated frame-by-frame (especially by AI or hand-drawn scans), the character's core pivot point often shifts between frames. This causes the animation to 'jitter' or shake wildly when played in a game engine. This tool mathematically anchors every frame to a stable pivot point, ensuring buttery-smooth playback.
HOW IT WORKS
1. Image Upload
Drop your raw, jittery sprite sheet. We instantly slice it into individual frames based on your Columns and Rows settings.
2. Auto-Stabilization
The engine scans the opaque pixels of every frame. Using methods like 'Center of Mass' or 'Bottom Center', it automatically calculates the exact mathematical offset needed to pull the sprite back to the dead center.
3. Manual Tweaks (Onion Skin)
Switch to MANUAL mode to fine-tune the results. The Onion Skin feature layers the frames over each other so you can manually drag or nudge (D-Pad) a frame pixel-by-pixel to match the flow of the animation.
4. Download Corrected Sheet
Once the preview animation looks perfectly stable, hit Download. We compile a new sprite sheet with all the sub-pixel offsets baked right into the PNG layout.
SETTINGS GUIDE
Reference Frame Alignment
The most powerful mode for combat animations. Select a 'Base Frame' (like an Idle stance) to remain completely locked in place. All other frames will dynamically shift their offsets to stay anchored to that specific frame's position.
Alignment Methods
'Center of Mass' is great for floating objects. 'Bottom Center' is essential for characters walking on a flat floor. 'Bounding Box' centers the absolute outer edges of the sprite.
Onion Skin & Tints
In Manual Mode, background frames appear semi-transparent. Using 'Colored Silhouettes' applies a distinct solid color to each background frame, making it incredibly easy to track the trajectory of a moving limb.
Lock Axes
Locks movement on a specific axis. For example, Lock Y ensures your character doesn't bounce up and down, but allows them to naturally lunge forward on the X axis during an attack.