AutoSprite

Advanced Mode

Batch-generate animations for multiple characters at once with the Advanced Mode pipeline. Build movesets, run bulk generation, and download spritesheets in one go.

Advanced Mode is a premium tool for generating animations in bulk — multiple characters, multiple animations, all at once. Instead of generating one animation at a time, you build a moveset and run everything through a pipeline.

Advanced Mode — Batch Animations in action

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Advanced Mode is available on Pro and Enterprise plans. You'll need credits to run generations.

Getting There

In the header, click Advanced Mode — or visit it directly at autosprite.io/advanced.

Batch Animations Overview

Advanced Mode has three views:

  1. Empty State — Start here. Select characters and build a moveset to begin.
  2. Wizard — Configure which animations to generate (standard, isometric, or custom).
  3. Pipeline Matrix — A grid showing every character × animation combination with a 4-stage pipeline for each.

Step-by-Step Walkthrough

1. Select Characters

Use the sidebar to pick which characters to include in your batch. Check off as many as you need.

Select characters from the sidebar

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Pro Tip:

Start with a small batch (2–3 characters) to test your moveset before scaling up.

2. Build Your Moveset

The wizard lets you pick which animations to generate for every selected character.

Choose your animations in the wizard

Standard Animations

The classic set: Idle, Walk, Run, Jump, Attack. One click to add any of these.

Isometric Animations

Generate animations from up to 5 isometric directions for games using an isometric camera: up (N), right (E), down (S), northeast (NE), and southeast (SE). Pick any subset on the compass picker on the Animate screen. West, northwest, and southwest are produced at game-render time by horizontally flipping their east-side pair (right → left, NE → NW, SE → SW), so you don't pay for them. Each direction is billed and generated separately.

Custom Animations

Create your own animation with a text prompt describing the action. Custom animations use the same wizard as the standard Custom Animation flow.

Save & Load Movesets

Built a moveset you like? Save it for reuse later. Load a saved moveset to skip the wizard entirely.

3. The Pipeline Matrix

Once your moveset is configured, you'll see the Pipeline Matrix — a grid with one row per character × animation, and four columns representing the pipeline stages.

The full pipeline matrix in action

StageWhat It DoesCredit Cost
1. First FrameGenerate, upload, or import a starting pose from your Poses library1 credit (3 with the Pro first-frame model, 10 ultra)
2. Last FrameOptional - generate an ending pose for non-looping animations1 credit
3. VideoGenerate the animation video from your framesDepends on the video tier — 5 at turbo, up to 53 at max
4. SpritesheetConvert video to spritesheet - set frame size, max frames, bg removal, pixel art filter0 credits

Each row has its own video model picker (tier + clip length), image tier, and first-frame model — set them per row, or for every row at once from the defaults bar. The live cost preview above the matrix always reflects your current selection.

Stage 1: First Frame

Every animation needs a starting frame. You can:

  • Generate one from a prompt (uses the prompt helper for best results)
  • Upload your own image
  • Import from Poses — reuse a pose you've already saved in your Poses library

Stage 2: Last Frame (Optional)

For non-looping animations (attacks, jumps, one-shot actions), generate a distinct ending pose. Skip this for looping animations like idle or walk.

Stage 3: Video

This is the main generation step. The AI creates the animation video from your first frame (and last frame, if provided) plus the action prompt.

Stage 4: Spritesheet

Convert the video into a spritesheet. Configure:

  • Frame size — pixel dimensions per frame
  • Max frames — cap the number of frames extracted
  • Background removal — strip the background for transparent sprites
  • Pixel art filter — apply a pixel art style to the output

4. Run All

Hit "Run All" to execute the entire pipeline for every row in the matrix. The system processes each stage sequentially, and you can track progress in real time.

You can also run individual stages or individual rows if you want more control.

5. Download Results

Once the pipeline completes:

  • Spritesheet — Download the final spritesheet PNG for each animation
  • Audio — If sound was enabled, download the audio file separately

Cost Reference

ActionCost
Generate first frame1 credit (3 with the Pro first-frame model, 10 ultra)
Generate last frame1 credit
Generate animation video (turbo, 2s)5 credits
Generate animation video (pro, 4s / 6s)10 / 15 credits
Generate animation video (ultra, 1–6s)10 credits per second
Generate animation video (max, 4s / 6s)35 / 53 credits
SoundOptional and free at turbo; pro costs the clip price again; included free at ultra and max
Convert to spritesheet0 credits
Isometric animationsMultiply by number of directions selected (1–5)
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A standard turbo sidescroller animation (first frame + video + spritesheet) costs 6 credits. An isometric animation costs 6 credits per selected direction — the default 3-direction set (up/right/down) is 18 credits, a full 5-direction set (up/right/down/NE/SE) is 30 credits. West/NW/SW are mirrored at render time, so they're never billed. Higher video tiers scale these numbers up; see Credits & Pricing.

Tips & Best Practices

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Pro Tip:

Keep the Prompt Helper enabled when generating first frames — it adds instructions that ensure consistent framing and grey backgrounds for cleaner results.

  • Use the Poses library — If you've already generated good poses for a character, import them as first frames instead of regenerating
  • Last frame is optional — Only use it for one-shot actions. Looping animations (idle, walk) don't need a last frame
  • Start small — Test with one character and one animation before running a full batch
  • Save your movesets — Once you've dialed in a good set of animations, save the moveset for reuse across characters

Coming Soon

Advanced Mode is expanding. Here's what's on the roadmap:

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Music

Generate background music and sound effects for your game

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Imagine

AI-powered concept art and asset generation

🎬

Cutscenes

Create animated cutscenes from your characters

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VFX

Particle effects, explosions, magic — all as spritesheets

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Backgrounds

Generate tiling backgrounds and parallax layers

🖼️

UI Maker

Create game UI elements — buttons, frames, health bars

Open Advanced Mode →