Sprite sheet pivot editor

Upload a sprite sheet, or pick one of your generated sprites, then set its pivot point.

Recent sprites

Set pivot points on your sprite animations

How it works

  1. Import a sprite sheet, or pick one of your generated sprites from the gallery
  2. Watch it play against a ground line and a center guide
  3. Click the sprite, or drag the sliders, to drop the pivot point on the feet
  4. Set the frame rate and whether the animation loops
  5. 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.

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