Sprite sheet pivot editor
Upload a sprite sheet, or pick one of your generated sprites, then set its pivot point.
Set pivot points on your sprite animations
How it works
- Import a sprite sheet, or pick one of your generated sprites from the gallery
- Watch it play against a ground line and a center guide
- Click the sprite, or drag the sliders, to drop the pivot point on the feet
- Set the frame rate and whether the animation loops
- Add more animations to build one project sprite, then copy or download the manifest
Why it helps
- A pivot keeps every animation grounded on the same line, so a character doesn't hover or jump when its animation changes
- The per-frame bounding box overlays the sprite, so you see exactly where the art sits inside the frame
- One pivot per animation, so a windup or a fall still plays and only the baseline is normalized
- Runs fully in your browser, nothing is uploaded
- The exported manifest drops straight into a 2D game engine
FAQ
What is a pivot point?
It is the reference pixel a sprite is positioned by, usually the feet or base of a character. Position a sprite by its pivot and every animation lines up on the same ground, instead of being aligned by the top-left corner of the frame.
Why does a character hover between animations?
Each animation sheet often pads the character to a slightly different height inside its frame. Drawn at one position they end up at different baselines. Setting a pivot on each animation fixes that, with no need to re-export the art.
Is pivot point the same as anchor point?
Same idea, different names. Unity and Aseprite say pivot; other engines say anchor or origin. This tool calls it the pivot, and the exported manifest writes it as anchorX and anchorY.
What does the export contain?
A JSON manifest with each animation's name, frame count, frame rate, loop flag, and pivot. Packing the frames into sheet PNGs is planned; for now the manifest points at your existing sheet files.