Make game sprites from a text prompt or your own art, animate them with a motion prompt, keyframes, a reference video or a preset, and download sprite sheets for your engine. Free to start.
Ludo's Sprite Generator, shown taking one fox warrior sprite through each of its modes:
Free to start, no card needed.
An AI sprite generator turns a text prompt or reference image into game-ready character sprites, then animates them into a packed sprite sheet, which makes Ludo a sprite creator and a sprite sheet creator in one. Beyond characters, Ludo animates many asset types (sprites, VFX sprites, horizontal and vertical tiling sprites, seamless textures, map tiles, parallax layers, UI assets, item icons, portraits, card art and logos), gives you four ways to drive the motion (a text motion prompt, keyframes you set, a reference video, or a named motion preset), and ships 641 motion presets across 34 categories, each with a video preview. Animations run up to 5 seconds and up to 64 frames per sheet, and the default Hydra model returns a matching sound effect with the animation. Sprites can be generated in 32 art styles, five of them pixel art, and export as transparent PNG sheets that import into Unity, Godot and GameMaker, plus TexturePacker JSON frame data for Phaser, PixiJS and Cocos2d, with no drawing or rigging required.
Last updated November 2026
Eight animations made with Ludo, ready to drop into a game. Each one comes as a transparent PNG sheet, an animated GIF, a JSON atlas that Phaser and PixiJS load as is, and a normal map for 2D lighting.
a friendly old lighthouse keeper in a bright yellow raincoat and a matching yellow sou'wester rain hat, a short white beard and rosy cheeks, navy blue trousers and black rubber boots, holding a brass storm lantern with a bright warm glowing light in one hand in front of the body, the other arm close to the body, full body, standing side view facing right
a small boxy mech robot with a round orange head with one big glowing cyan visor eye, a white-and-orange armored body, a glowing cyan energy core in the chest, stubby legs and one arm that ends in a long glowing cyan energy blade, full body, side view facing right, in an attack stance: feet wide apart, knees bent, blade arm raised diagonally up and forward
a small cute grim reaper in a black hooded robe with a pale skull face and two glowing green eyes, a tattered black cape, gripping a long scythe with a glowing green blade in both hands, full body, side view facing right, in an attack stance: feet wide apart, knees bent, scythe raised diagonally up and forward in front of the body
a short stout dwarf warrior with a big braided orange beard, a steel horned helmet, blue-and-silver plate armor and a thick brown belt, gripping a large war hammer with a glowing ice-blue head in both hands, full body, side view facing right, in an attack stance: feet wide apart, knees bent, hammer raised diagonally up and back over the shoulder
a chubby brown capybara knight in a small steel helmet and a short red cape, wearing a tiny round steel shield on its back, with a small glowing yellow lantern hanging from a collar on its chest, full body, side view facing right, in a running pose: mid-stride with front legs forward and back legs pushed behind, body leaning forward
a tiny round gnome with a big red mushroom-cap hat with white spots, a fluffy white beard, a green tunic and brown boots, holding a small glowing teal lantern in one hand at its side, full body, standing side view facing right
a cheerful young chef in a crisp white double-breasted chef jacket, a tall puffy white chef hat, a bright red neckerchief, a short red apron, grey trousers and brown shoes, rosy cheeks and short brown hair, holding a small copper frying pan in one hand in front of the body with a bright orange flame flaring up from the pan, the other arm close to the body, full body, standing side view facing right
a pirate captain with a short black beard, a black tricorn hat with gold trim, a long royal blue coat with gold buttons over a white shirt, a brown leather belt and brown boots, a small bright green parrot perched on the shoulder, holding a brass spyglass in one hand down at the side, arms close to the body, full body, standing side view facing right
You own the assets you generate with Ludo and can use them however you like, commercial games included, on every plan, and these eight samples are free to use in your own games. Each one is real Ludo output: the free, offline Ludo toolbox trimmed each one to a web-friendly size (most to half their frames) and wrote the GIF, the JSON atlas and the normal map.
Packing frames of your own? The free sprite sheet packer runs in your browser with no sign-up.
Every sprite animation starts from one still frame, generated or uploaded. These are the four ways to say how it should move.
Describe the movement in plain words, like "run cycle", "idle" or "sword attack", and every frame in between is drawn for you. Add a final frame as well and the animation travels from the first to it.




Set up to three poses, initial, middle and final, and Ludo draws every frame between them. No motion prompt is needed: the motion comes from the frames. Repeat the first pose as the last and the animation ends where it began.

Upload a clip of the motion you want and Transfer Motion maps that exact movement onto your sprite, timing included. Clips of about four seconds give the best results.
Pick a named motion from the library instead of describing one, each with a video preview. Every preset works in 5 camera perspectives (Side, Isometric, Top-Down, Tactical and Hero) and 8 compass directions, so one motion covers a whole character controller.
Every animation comes out as a sprite sheet: all of its frames on one PNG, transparent for cut-out sprites. Start from a sprite you generate or from a character image you already have.
Upload one character on a transparent background and choose how it moves: a motion prompt, up to three keyframes, a reference video or a preset. If the image still has a background, it is removed on upload and you check the result before you animate. Presets are for humanoid characters; for a creature, use a reference video.
Transparent PNG sprite sheets on a regular grid, with TexturePacker JSON frame data for Phaser, PixiJS and Cocos2d, or the frames as PNGs, a GIF or an MP4. The file name carries the frame count, rows and columns, so an engine can slice the sheet by those numbers. Animation Pack keeps a character the same height across a whole moveset, snapped to the ground, with a live preview; Animation Sequence chains clips end to start.
Adjust Sprite Sheet re-exports the same animation with a different frame count, sprite size or loop setting, and can trim the empty space around the sprite. A sheet that is too big for your atlas does not need a new generation.
A sprite or a finished animation is a starting point. Turn it, restage it or reword it, and keep everything else.
Turn a finished animation, not just its first frame. Give New Direction the turned frame and the motion is re-rendered facing the new way with the same timing: a side-view slash becomes the same slash facing the camera. Directional Sprites renders all 8 directions at once from one 3D model.


Restage a still sprite before you animate it: pick a preset pose, describe your own, or copy the pose of a person in a reference image. Change Direction turns it to any of 8 camera angles.


Type what should be different: restyle a sheet ("give the knight a golden helmet") or change its motion ("make the swing faster"). Or reach for a one-click fix that needs no prompt. Still sprites get the same edits in the image editor.
Four animation models and real pixel art.
Hydra, the default, has the best motion and prompt adherence. Griffin gives the highest resolution. Both return a matching sound effect with the animation. Forge suits simple shapes and actions, Forge Pixel low-res pixel art, and Generate Audio adds sound to their sheets afterwards.
Four of the five pixel-art styles snap to a strict grid: every pixel the same size, hard edges, no half-pixels. Forge Pixel animates low-res art, Use Pixel Grid (on by default) keeps every frame on that grid, and export scales with nearest-neighbor. Convert to Pixel Art opens a soft, off-grid sprite in the Image Generator and snaps it to the pixel size and number of colors you pick.
Turn on Normal Map in Sprite Sheet Options and the sprite sheet comes back with a normal map laid out exactly like it, frame for frame, so 2D lights in your engine shade the character from the side the light is on. Sprites you already made can get one too, with Generate Normal Map.
Move your pointer over it: the light follows.
A 64-frame pixel-art walk and its 64-frame normal map, one normal per art pixel. More about normal maps
Moss the forest ranger starts as one typed sentence. The tour walks the whole Sprite Generator on him, one feature per chapter: motion prompts on four models, keyframes, 641 presets and Transfer Motion, Change View and New Direction, edits in words, pixel art, the asset types that animate, and an Animation Pack export that runs in a game level.
This is Mossbrook, and every character and every move in it came out of one AI sprite generator, Ludo's Sprite Generator.
Moss: Hi, I'm Moss. Every move you saw came from a typed line, a preset or a clip.
In ludo.ai's Sprite Generator, Generation Mode starts on New Sprite: describe the sprite, and it draws it.
Moss is one sentence: a young forest ranger, a green hood, a moss cape and a staff with a glowing acorn.
Under Filters, Art Style has 32 styles, and Mossbrook is Inked Painterly; Perspective is Side-Scroll.
Generate Static Sprite, and there he is, Moss, on a transparent background.
To animate him, one click on his card, Use as First Frame, flips the form to Animate with Moss in the First Frame slot.
The move is typed as a motion prompt, a walk cycle in place, with Animation Margin on Auto.
The Model menu has four: Hydra, Hydra plus, Forge, and Forge Pixel for pixel art.
Animate, and back comes a sprite sheet, 36 frames, and he walks.
Here is the same walk on three of them: Hydra all round, Hydra plus for fine detail, Forge for simple shapes and short moves.
A bigger move, the spell: the staff goes up and the leaves swirl wide, so Animation Margin, Auto, Manual or No margin, goes to Manual with more room.
Generate Audio adds a sound to any sheet from a short description.
Keyframe Animation takes up to three frames, first, middle and final, and draws every frame between them; any slot also takes your own image.
Moss goes into the first slot, the final frame fills in with him on its own, and Change Pose turns a middle copy into a leap.
A motion line adds the jump.
A leap, from three frames and one line.
Transfer Motion copies a movement onto your sprite, from a preset or from a video.
641 presets, each in 5 camera views, Side, Hero, Isometric, Tactical and Top-Down, and 8 directions.
Side view, search walk, Walk Forward Standard, direction East, and Transfer Motion; a run preset went the same way.
Or a video: Choose Video takes a short clip, about 4 seconds works best, and this one was made with Ludo too.
Moss copies the kick, hood, cape and all.
Change Pose on his card also turns him: Change View has 8 angles, and Front-Right at eye level suits a side-scrolling game.
New Direction re-renders a finished animation facing another way: the walk as the Source Animation, that front-right view as the First Frame, and the same walk comes back toward the camera.
For all 8 directions at once, the same list opens Directional Sprites, built from a 3D model.
Any sheet can be changed with words: Edit Animation, an instruction, make his cape and hood autumn orange, and the walk cycle comes back recoloured with the same motion.
Next to it, Improve Details re-renders a Hydra sheet with finer detail, and the menu has Fix Loop and Zoom Out.
For a retro mode, the same sentence with Art Style 32-Bit, and Moss comes back as pixel art on a true pixel grid.
Forge Pixel is the model for pixel art animation: a walk prompt, and the pixels stay pixels.
Not only characters: the type picker has 12 asset types that animate, from a sprite to a logo.
A VFX sprite, a bolt of spinning leaves, typed, generated and animated the same way.
And the rest of Mossbrook, from the HUD heart and the logo to a second character, is each its own type, animated the same way.
Every card's menu downloads the sheet, and Download Sheet plus JSON adds a JSON file with every frame's position and duration.
For a whole moveset, Export, Animation Pack: pick the animations, idle, walk, run, leap, spell and kick, and the preview puts them all at one size on one ground line.
Format can be Spritesheets, Spritesheets plus JSON or Individual Frames; JSON it is, a Pack Name, Export, and the pack goes straight into a game.
This level loads the pack's own files: Moss walks, leaps the log, runs, casts at the toadstool and kicks, every move a typed line, a preset or a clip.
Subscribe for the next tour: the 3D Asset Generator, from one concept image to a rigged, animated character.
Moss: Now I walk, leap, run and cast. Your turn: start free at ludo.ai.
Every generator in your terminal, your AI agent, your own code and the Unity editor. One account, one set of credits.
Explore developer toolsnpm install -g @ludoai/cliMCP serverAny MCP client, including assistants that can't run commands.https://mcp.ludo.ai/mcpREST APIYour own app, game server or pipeline.https://api.ludo.ai/api/Unity pluginGenerate and import assets inside the Unity editor.You can start free, with no card needed. The free sample sprite sheets on this page, the Ludo toolbox and the sprite sheet packer need no account at all.
Yes. You own the assets you generate with Ludo and can use them however you like, commercial games included. No attribution is needed.
Four ways: a text motion prompt, keyframes you set (up to three: first, middle and last), a reference video whose motion is transferred to your sprite, or a named motion preset. With keyframes the motion prompt is optional, because the motion comes from the frames you give it. In the app any keyframe slot can be left as an Empty Frame as long as one holds an image; through the API the initial frame is required. Supplying only a final frame gives straight two-keyframe interpolation.
Animations run up to 5 seconds, in sheets of up to 64 frames (pick 4, 9, 16, 25, 36, 49 or 64 as the maximum; a short animation can give fewer). The sprite is drawn from 32 to 384 px, or at Max (full resolution), True Size (lined up with your input image) or with an AI 1.5x upscale. Alongside the PNG sheet you can take an animated GIF, the individual frames or an MP4.
Any style, if you upload your own art: the animation follows the image. Generate the sprite with Ludo and you can pick from 32 art styles, five of them pixel art (Micro Pixel, 8-Bit, 16-Bit, 32-Bit and Free Pixel), plus cel-shaded, hand-painted, anime, chibi, watercolor, voxel and more.
Hydra, the default, has the best motion and prompt adherence and adds a matching sound effect. Griffin gives the highest resolution and the best image fidelity, also with sound. Forge is the cheapest, for simple body shapes and simple actions. Forge Pixel is made for low-res pixel art. A sheet made on Forge or Forge Pixel can get a sound effect afterwards with Generate Audio.
Yes. Edit Animation takes a text instruction to restyle a sheet or change its motion. Three one-click fixes need no prompt: Fix Loop for an animation that does not loop cleanly, Zoom Out for a character that drifts out of frame, and Improve Details to re-render a sheet with finer detail. Adjust Sprite Sheet changes the frame count, size and loop trim for free.
Yes. Sheet + JSON in the app downloads the PNG sheet with TexturePacker-format frame data for Phaser and PixiJS, and an Animation Pack exports a whole moveset the same way. The sheet is a regular grid, so Unity, Godot and GameMaker can also slice it by frame count and size. After you download, the free, offline Ludo toolbox writes a Godot SpriteFrames file or a sliced Unity import for any sheet, with no account needed.
Yes. Upload a static image of your character and animate it with a motion prompt, keyframes, a reference video or a preset. An image that holds only the character works best.
Use Change Pose on the still sprite to turn it to any of 8 camera angles, or to restage it in a new pose. To carry a finished animation to the new angle, use New Direction: it re-renders the animation facing the new way and keeps its motion and timing. The step-by-step version is in How to make an 8-direction sprite sheet.
Yes. The API, the MCP server and the CLI make the same assets as the web app. Results from the API are kept for 7 days, so download what you want to keep. Setup is on the developer page.
The Sprite Generator is a powerful AI tool designed to streamline the creation of 2D game assets. It combines image generation and video animation to produce both static sprites and fully animated sprite sheets from simple text prompts or existing images. This tool is perfect for rapid prototyping, creating unique characters and objects, and generating game-ready assets without needing advanced artistic or animation skills.
With the Sprite Generator, you can:
For how the Sprite Generator fits with Ludo's other tools and how to keep one style across all your assets, see Generating Game Assets.
The Sprite Generator offers six modes. Pick one in the Generation Mode menu at the top left of the interface; each entry shows a short example of what the mode does:
You can switch modes at any time; each remembers its own settings, inputs, and uploaded images. The Sprite Sheet Options (frames, sprite size, loop) are shared: whatever you last set in one mode is applied in the others.
Every generating mode starts with the sprite type: what kind of asset this is. It decides how the asset is framed, whether its background is removed, whether it has to tile, and which models can animate it, so it is worth getting right before anything else. See Sprite Types.
All animation modes default to the Hydra model, which is the right choice for most work. Griffin makes high resolution animations for highly detailed sprites, in Animate, Keyframe Animation and Edit Spritesheet. Older models are kept only for accounts that already have projects running on them; see Choosing a Model.
Numbered step chips run across each form; hovering one gives you a short summary of what that step is for.
Not sure which mode you need? See How to Choose the Sprite Animation Mode.
The most reliable way to keep a set of sprites on-model is to start every animation from a still image you already trust. Create your character once in the Image Generator (using a fixed Art Style and a style reference), then bring it into the Sprite Generator's Animate mode: animation preserves the look of the input image, so ten animations of the same still stay recognizably the same character.
When you need the same character in a different starting position, use the Pose Generator: it keeps the character identical and changes only the pose. This is especially useful for prompt-based animation, where the starting pose shapes the result. Transfer Motion is the alternative when the starting pose matters less, since it applies movement from a reference video or an existing animation onto your static sprite without restyling it. And when a finished set of animations drifts in scale or framing, the Animation Pack export aligns and normalizes them into one consistent bundle.
This workflow is ideal when you have an idea but no starting visual.
If you need a wider range of image types than the ones listed above — backgrounds, scene art, gameplay screenshots, splash screens — generate them in the Image Generator instead.
Before generating an animation, it's crucial that your keyframes accurately represent the points the motion has to pass through. The AI uses them as its primary guide.
This is the most important step for a good result. For example, if you want to create a "walk right" animation, your First Frame sprite must be facing to the right. If the sprite in your First Frame is facing forward, the resulting animation will likely be incorrect.
Every keyframe slot, in both modes, gives you two tools directly under its preview to help you prepare that frame: "Change Pose" and "Open In Editor".
This tool is built specifically for adapting character sprites into new poses. When you click "Change Pose", a modal will appear where you can:
The "Open In Editor" button provides a more general and powerful way to modify your keyframes. This is ideal for making specific changes or touch-ups that "Change Pose" doesn't cover.
Inside the Image Editor, you can use various tools. For instance, selecting the "Full Edit - Smart edit" mode allows you to make precise changes using only text instructions. If you want more precise control, you can select an "Inpaint with Mask" edit mode.
Together these two tools are how you build an apex pose for a Keyframe Animation: take your idle sprite, re-pose it into the extreme of the motion (fist extended, sword raised, knees bent), and use that as the Middle Frame.
Any keyframe slot can be set to an Empty Frame — a fully transparent frame — using the option in the slot's picker. This tells Ludo that at that point in time, there is nothing on screen.
Empty Frames are what make effects fade in and out: an explosion that starts from nothing, a pickup sparkle that dissipates, a character that materializes. In Animate you can empty the first or the final frame; in Keyframe Animation you can empty any of the three, as long as at least one slot holds a real image and no two Empty Frames are adjacent.
The Animate mode turns a static image, one you generated in Ludo or uploaded, into a sprite animation described with a text prompt.
If the generate button shows an amber marker, Ludo has spotted a combination that often fails — hover it to see what and why. Some of those warnings come with a one-click fix button. See Known Limitations.
The Transfer Motion feature allows you to take the specific movement from a video or an existing animation and apply it to a static sprite. This is a powerful tool for replicating complex movements or ensuring consistency across different characters.
Use Cases:
How to Use:
The result is a sprite animation that you can preview, download, or export as a sprite sheet, identical to the results from Animate.
Before generating an animation, expand the Sprite Sheet Options menu to control the technical specifications of your output. These options can also be adjusted on existing animations by clicking Adjust Sprite Sheet on the animation card — re-adjusting is free and doesn't re-run the model. Whatever you set here is carried over to the other modes, so you only have to set it once.
Whitespace trimming. Empty transparent space around the sprite is trimmed automatically, so sprite sheets stay compact. Because of that, frame sizes vary from one animation to the next; when several animations of the same character need to line up, don't fight the trim — use Export Animation Pack or Export Sequence, which align and size them together, or export with True Size to keep the input frame exactly. Accounts that had the older Trim Animation Whitespace toggle keep it; it is not offered to new accounts.
When Ludo can tell that your input is pixel art, it keeps the output on that same pixel grid: the sprite comes back with the same number of logical pixels it went in with, whatever Sprite Size you pick. The Sprite Size then only decides how large each of those pixels is rendered — a 64-pixel-wide sprite exported at 128 px has 2 px blocks, at 256 px it has 4 px blocks, and the artwork is identical either way. Pick a size that is a whole multiple of the sprite's own pixel count and the blocks stay perfectly square.
When Ludo cannot detect a grid — see Pixel Art Sprites and Animation for when that happens — there is no grid to hold on to, and Sprite Size behaves exactly as it does for any other art: it sets the output resolution, and the frames are resampled to it.
Either way, an existing animation can be re-exported at a different Sprite Size for free using Adjust Sprite Sheet — no need to re-run the model.
When the detected grid is wrong. Detection can occasionally find a pixel grid in art that isn't pixel art, so smooth or line art comes back as coarse blocks. Open Adjust Sprite Sheet and turn off Use Pixel Grid: the same animation is packed again as ordinary art, for free and without re-running the model, and later adjustments and edits of that sprite keep the setting. The switch appears only on sprites where a grid was detected (or that already have it off). If you already know your art isn't pixel art, you can also turn Use Pixel Grid off before generating, under Sprite Sheet Options. That choice applies to Animate, Keyframe Animation and Transfer Motion until you leave the page, and the switch is back on the next time you open the Sprite Generator, so it never stays off by accident. In Edit and New View it starts from the source sprite's own setting. Neither appears for Forge Pixel animations, which are always packed on their grid.
For API and MCP users: use_pixel_grid on animateSprite, animateSpriteKeyframes, transferMotion, editSpritesheet, rotateSpritesheet and adjustSpritesheet. It means "use the pixel grid if one is detected": true (the default) packs on the grid when one is detected with confidence and does nothing otherwise; false always packs as ordinary art. To fix an existing sheet, call adjustSpritesheet with use_pixel_grid: false.
Every animation is generated on a canvas of the same, fixed size. Whatever part of that canvas is margin is canvas the sprite doesn't fill — so the more margin, the lower the resolution and detail of your sprite. Margins should be as tight as the motion allows.
Animation Margin
Lining the animation up with your input image
Use the True Size sprite size, not No margin. Margins and trimming shape the generation; True Size only shapes the export: it puts every frame back at the size and position of your input frame, so it works with any margin mode, including Auto. (Not available in Transfer Motion, where the sprite image is not the first frame of the result, so there is nothing to align to.)
For API and MCP users: Animation Margin is margin_ratio_mode (auto / manual / none) with margin_ratio_horizontal / margin_ratio_vertical as ratios (0.15 = 15%); True Size is frame_size: -9.
After an animation is generated, it appears in the gallery below the input area. Each animation card exposes two distinct sets of controls: an action bar at the bottom of the card and a download menu (three-dot icon). Both are also available in the fullscreen viewer, so you don't have to close it to act on a result.
Video Preview
The default view is a video of the animation on a neutral background. This lets you preview exactly how the animation will look with the selected number of frames. Audio plays automatically when present; use the speaker icon to mute.
For tiling types, the fullscreen viewer adds two extra preview modes next to the single-copy view: one scrolls the asset endlessly through itself, the other lays copies side by side — both along the axis the type repeats on, so you can check the seam actually lines up.
Action Bar (bottom of card)
Download Menu (three-dot icon)
There are two ways to export from the Sprite Generator: per-animation downloads, and bundled exports across multiple animations.
Per-Animation Downloads
For a single animation, use the three-dot download menu on its card. This is the fastest way to grab a sprite sheet, video, GIF, individual frames, or a sprite sheet + JSON bundle. See the Viewing and Interacting with Results section for the full list of download options.
The primary game-engine asset is the sprite sheet — a single PNG containing all animation frames arranged in a grid. It can be directly imported into Unity, Godot, Unreal Engine, and most other engines. To write the engine files for a downloaded sheet (a Godot SpriteFrames .tres, Unity's sliced .png.meta and .anim, or a TexturePacker JSON atlas, with the pivot on the feet), use ludo toolbox sprite export from the free Asset Toolbox in the Ludo CLI.
Bundled Exports
Above your generated results, the Export button opens a menu with two bundled options:
Both bundled exports let you choose between Pixel Art and Smooth Art styling, so the same source animations can be exported either way without re-running the model.
Free Plan Watermark
On the free plan, downloaded sprite sheets carry a Ludo watermark on each frame, and a notice appears after the download explaining why. Subscribing to any paid plan removes it — and not just from new generations: every sprite sheet already in your history becomes watermark-free the moment you subscribe, with nothing to regenerate. The watermark is only ever applied to the downloaded copy, so editing or animating a watermarked sprite never bakes the logo into the result.
Animations generated with the default Hydra model already come with synchronized audio — footsteps, impacts, whooshes, or speech when the prompt calls for it. You can describe the sound you want as part of the animation prompt. Audio plays in the video preview and can be downloaded as a separate MP3 from the three-dot menu.
For animations made on other models, or when you want to replace the sound you got, you can generate audio on any animation card:
The Animate, Keyframe Animation, Transfer Motion and Edit Spritesheet modes let you pick which animation model to use; New Direction runs on Hydra. The lineup is simple: Hydra is the go-to model everywhere, Griffin is for high resolution animations of highly detailed sprites, and Forge / Forge Pixel are specialists you reach for in a few specific situations. Everything else is a legacy model.
The dropdown shows what each model costs (credits per second, plus any minimum charge, or credits per animation for Griffin), the durations it supports, and a short note about what it's good at. The list is served by Ludo and changes as models are added or retired, so treat the notes below as guidance rather than a fixed roster.
Hydra — the default
Griffin — high resolution
Finer detail on Hydra: generate on Hydra, then use Improve Details on the animations you keep. It adds a detail pass to the animation you already have, and you only pay for it on the results worth keeping. See Editing an Animation.
Forge and Forge Pixel — the specialists
Keyframe Animation: the selector offers Hydra, Griffin, Forge and Forge Pixel, the models that can animate through a middle keyframe. Hydra treats the middle frame as a strong guide for timing and pose; Forge holds it exactly. Hydra is the default.
Transfer Motion: Hydra is the default for both the built-in presets and your own footage. Forge is a cheaper option for simple body shapes on preset motions only — it often fails to follow custom video.
Edit Spritesheet: Hydra is the default, and Griffin is offered for high resolution edits of highly detailed sprites. Both Hydra and Forge use all of your reference images; use Forge only for a simple edit on a simple body shape, for fine detail that must be kept exactly, or when Hydra refuses the request.
Legacy models
Older models — Hydra+ (since 2 November 2026), Blitz, Eagle, Eagle with Audio and Tango — have been retired to a collapsed Legacy models group at the bottom of the dropdown. They exist only so that projects already built on them can keep generating matching animations; they should not be used for new work. New accounts don't see the legacy group at all — if the dropdown only lists Hydra, Griffin and the Forge models, nothing is missing.
Rule of thumb: start with Hydra, and use Improve Details or Griffin when you need finer detail. Switch to Forge only for a simple body shape with a simple motion, fine detail that must be reproduced exactly, a tiling type, or a request that Hydra's moderation refuses; use Forge Pixel for blocky pixel art. If results look wrong with one model, try another before re-prompting.
An Animation Pack bundles multiple animations of the same character into a comprehensive export for your game engine (Unity, Godot, Unreal Engine, GameMaker, and others). This is essential for creating a consistent character moveset — it lets you manually align and resize multiple animations (e.g. Idle, Run, Jump) relative to each other before exporting them as a single bundle.
An Animation Sequence chains multiple separate animations into one continuous clip, with frames aligned automatically between them. Use this when you want to present a character's full moveset as a single demo, or to build a complete in-game action by stitching shorter clips together (e.g. crouch → aim → fire → reload).
This is different from an Animation Pack — a Pack exports each animation as its own sprite sheet for use in a game engine, while a Sequence merges them into a single output.
How to Use:
The Generate Transition tool (also called "tweening") fills in the gap between two existing animations by generating an in-between animation that morphs from the last frame of one into the first frame of another. This is ideal for connecting moveset states smoothly — e.g. linking an idle into a run, or a block into a counter-attack.
How to Use:
The source and target animations must each have a usable first/last frame — the action only appears on animations where Ludo has those frames available.
Generate Before and Generate After extend an existing animation in time, either forwards or backwards, by using its first or last frame as a new keyframe.
How to Use:
Combined with Generate Transition, this lets you build long, multi-stage animation sequences entirely from short generated clips.
The Edit Spritesheet mode lets you modify an existing animation with a simple text instruction — and optionally guide the edit with reference images — while the original animation keeps driving the motion. Instead of re-generating an animation from scratch and hoping for the same movement, you edit the one you already have.
What you can do with a text instruction:
Reference images (optional, up to 5): add images to show the AI exactly what you mean instead of describing it. References can provide:
How to Use:
Models: editing defaults to Hydra, which also generates audio for the edited animation. Both Hydra and Forge use all of your reference images. Switch to Forge only for a simple edit on a simple body shape, for fine detail that must be kept exactly, or when Hydra refuses the request. If the source animation was generated as pixel art, Forge automatically keeps the edit on its pixel grid. See Choosing a Model.
Bear in mind that every edit re-renders the whole animation, so colors and detail drift a little further from the original with each pass. Ludo knows which animations came out of an edit and warns you when you're about to edit one of those again. If an edit didn't work, go back to the original animation rather than stacking another edit on top — see Known Limitations.
Two special one-click edit modes are available directly on every animation card — no prompt needed:
Both fixes run on Forge, generate a new animation and leave the original untouched. A successful fix is not guaranteed — it depends on the motion, but it's a cheap first thing to try before re-generating or adjusting margins.
Improve Details is a one-click action on animations made with Hydra. It runs the extra detail pass that Hydra+ adds when it generates, on the animation you already have: same motion, finer detail. No prompt is needed.
For API and MCP users: Improve Details is editSpritesheet with edit_mode: "improve" and no prompt, on a spritesheet_url generated with hydra. Any other spritesheet is refused with HTTP 400.
The Sprite Generator offers several ways to get to an animation, and the fastest route depends on what you already have and how specific the motion needs to be.
Start from what you have
The modes in one line each
If you're not getting what you want
Work down this ladder rather than re-rolling the same prompt:
Repairing and extending what you have
You rarely need to start over. Fix Loop and Zoom Out are one-click repairs for a bad looping seam or a sprite drifting out of frame. Generate After and Generate Before continue an animation forwards or backwards, Generate Transition fills the gap between two of them, Animation Sequence merges several into one continuous clip, and Animation Pack exports a whole moveset with consistent alignment.
The Keyframe Animation mode animates between three fixed keyframes — First Frame, Middle Frame, and Final Frame — instead of just a start frame and an optional end frame. Handing the model the peak of the motion is the most reliable way to get a specific action out of Ludo.
When to use it
How to Use:
Rules for the three slots
All three are enforced before generation, so a setup that breaks them can't be submitted:
Model: Keyframe Animation runs on Hydra (the default), Griffin (high resolution, for highly detailed sprites), Forge and Forge Pixel, the models that support a middle keyframe. Hydra reads the middle frame as a strong guide for timing and pose; Forge reproduces it exactly, which can matter when the apex pose has to land pixel-perfect on a simple body shape. Use Forge Pixel for pixel art. See Choosing a Model.
Results behave like any other animation — preview, adjust the sprite sheet, edit, export. Clicking Generate New Animation on a keyframe animation reopens this mode with its original three keyframes still in place, so you can tweak one frame and re-run.
New Direction re-renders an animation you already have from another angle. The motion and timing come from the source animation; you supply the character as it should look facing the new direction, and Ludo animates it through the same movement. Use it to build 4- or 8-direction sets from one animation instead of prompting each direction separately.
The result is an ordinary animation: preview it, adjust its sprite sheet, edit it, add audio, or export it alongside the source with Export Animation Pack.
For API and MCP users: New Direction is rotateSpritesheet. Pass the source's spritesheet_url and, as image, the character in the new view; rotateSprite turns the source's first frame into that image.
Directional Sprites turns a character into sprite sheets seen from up to eight directions. Ludo makes a rigged 3D model of your character, draws it in the style you pick, and renders the animation from every view you ask for. The views you render together share the same frame, scale and floor, so the sheets line up in your game. Open it from Directional Sprites in the sidebar (in beta) or from the Generation Mode menu. It has its own help guide: open the help on the Directional Sprites page, or see Directional Sprites.
Some input combinations are perfectly valid but are known to fail often. Ludo checks your settings before you generate: when it spots one of these, the generate button shows an amber warning marker and its tooltip explains what is likely to go wrong and how to avoid it. Some warnings also carry a one-click fix — a Switch to Forge button, for instance — that applies the suggested setting for you.
These warnings never block generation. They are advice — sometimes the combination is exactly what you want. They also depend on what Ludo can actually detect: an uploaded image carries no style or prompt metadata, so a few of the checks below stay quiet for uploads.
Animate and Keyframe Animation
Content moderation on Hydra and Hydra+
Hydra (and Hydra+, the same model) applies much stricter content moderation than the other models, and a refused request comes back as an error rather than a warning. Violence, weapons, gore or suggestive content that is perfectly ordinary for a game can trip it. When Hydra refuses a generation, try the same request on Forge — the error message says so too.
Tiling types (Animate, Keyframe Animation and Transfer Motion)
Transfer Motion
Edit Spritesheet
All animation modes
edit_mode: "outpaint".)Other things worth knowing
Every generating mode starts with a sprite type. It isn't a label: it changes how the asset is generated and framed, whether its background is removed, whether the result has to repeat seamlessly, and which models are allowed to animate it. Picking a Ludo-generated image sets the type automatically; for uploads, set it yourself.
Cut-out types are delivered on a transparent background, so the asset is the subject and nothing else:
Tiling types are also cut out, but they are meant to repeat, and Ludo keeps the seam intact through generation and animation:
Full-bleed types fill the whole frame and keep their own background:
What the type changes
If the type you want isn't in this list — backgrounds, scene art, gameplay screenshots, splash screens — generate it in the Image Generator. Those types can't be animated as sprites.
Pixel art is the one style where "close enough" isn't: a sprite whose blocks stop lining up stops reading as pixel art at all. The Sprite Generator handles it in two ways — a model built for it, and an automatic attempt to keep your sprite on the exact grid it arrived on.
Forge Pixel
Forge Pixel is a variant of the Forge model that renders on the sprite's pixel grid rather than on a free canvas. Blocks stay square, aligned and stable from frame to frame, instead of shimmering and dissolving the way ordinary models make pixel art do. It is available in Animate, Keyframe Animation and Transfer Motion; you have to pick it yourself, since the default model is Hydra.
It is at its best on low-resolution, chunky pixel art — the blockier the art, the bigger the difference. On very fine pixel grids, where individual pixels are small anyway, Hydra can give you better motion, so it's worth comparing. And it genuinely needs pixel art as input: given ordinary artwork it has no grid to hold to, and Ludo warns you before you generate.
Automatic pixel-grid preservation
Whichever model you use, Ludo tries to work out the logical pixel size of your sprite — how many pixels across the artwork really is, regardless of the file's resolution — and to give you back an animation on that same grid. Framing, margins and export all then work in whole pixels, so the grid never drifts by half a block.
It works out the grid three ways, in this order:
When it doesn't work
The common failure is fake pixel art: images from other AI generators that look pixelated but have no true grid underneath — blocks of slightly different sizes, soft or anti-aliased edges, a lattice that drifts across the image. There is no consistent pixel size to recover, so detection finds nothing.
When that happens, Ludo simply doesn't apply the pixel handling: the sprite is animated and exported as ordinary art. Nothing breaks, but the output won't conform to a pixel grid (since there wasn't one to begin with), and Sprite Size just sets the output resolution the way it does for any other art (see Sprite Sheet Options). Ludo's Free Pixel style falls in this middle ground too — it produces pixel-looking art without a fixed tier, so whether the grid is recovered depends on the image.
Two more cases to know about: Forge Pixel refuses rather than guessing — if it can't find a grid it stops and tells you to use pixel-art source art — and a "grid" so coarse that the sprite would be a handful of colour blocks is rejected as not being pixel art at all.
Tips
convertToPixelArt in the API, free) before animating it with Forge Pixel. Resizing it yourself won't help unless every block ends up exactly one pixel.AI video models drift in colour. A sprite that goes in with a specific palette can come back slightly darker, slightly washed out, or shifting over the course of the clip — a real and frequently reported annoyance when the animation has to sit next to the original sprite in your game.
Ludo corrects for this automatically on every animation. It compares the generated frames against the keyframes you actually provided and pulls the clip back towards them, with a few deliberate safeguards:
There is nothing to switch on: this applies to animations, motion transfers and edits alike.
It is not a guarantee. Colour shifts are a limitation of how these models work, and a large enough drift, a heavy restyle, or an animation that wanders far from its input can still come back off-palette.
Don't stack edits. This is the single biggest thing you control. Every edit re-renders the whole animation, and the correction can only pull the result back towards the frames it was given — which, on an edit, are already one generation away from your original art. Edit an edit and you compound the drift, pass after pass. If an edit didn't land, go back to the original animation and try again from there.
Check your input frames, not just the output. The same drift happens to still images: editing a sprite in the Image Editor, running Change Pose, or restyling it can all come back slightly off-colour. Animating that image then carries the shift into every frame — and the animation's own drift stacks on top of it. Before you animate, compare the keyframe you're about to use against your original sprite, and fix it there rather than trying to correct it later.
If the colour of a specific asset really matters, keep the animation short, start from art you know is on-palette, and check the result against your original sprite before committing it to your project.
Step-by-step guides are on the Sprite Generator docs page.