Sprite Animation Presets
Pick a motion by name instead of describing it in a prompt. Every preset plays as a short video preview, so you see the exact motion before you generate anything.
- 641motion presets
- 34categories
- 5camera perspectives
- 8compass directions
Try a preset
One preset, Run Forward (Standard), re-shot from every camera and every heading. Pick a pair and watch the clip you would get.
Side-on view at eye level.
Facing South
What is a sprite animation preset?
A sprite animation preset is a named, ready-made motion applied in place of a written motion prompt. Ludo's library holds 641 presets across 34 categories, each with its own video preview, and every one renders from 5 camera perspectives and in 8 compass directions. The same library drives two targets: send a preset to a static sprite and Ludo returns an animated sprite sheet, or apply one with a 3D clip to a rigged humanoid character and Ludo retargets the motion onto that skeleton and returns an animated GLB.
One preset, two targets
The same named motion, Run Forward (Standard), resolved two ways. Every frame below is a real generation.
Side camera, facing east. One of 641 named motions, in the Movement group.
2DA 2D sprite
Ludo maps the motion onto the artwork and packs the frames into a sheet with a transparent background.
- Your sprite

One static image, no rig, no frames.
- An animated sprite sheet
36 frames on a 6x6 grid, transparent background.
3DA rigged 3D character
Ludo retargets the same motion onto the skeleton and hands back an animated GLB, ready for your engine.
- Your rigged model

A humanoid rig, generated in about a minute.
- An animated GLB
Shown in the viewer with the skeleton still on.
Browse the library by group
Seven groups, 34 categories, from weapon handling to monster movement. Open a group to see every preset in it with its description, duration and video preview.
Weapons
188 presets in 12 categoriesEverything a character does with what it is holding: the guard raised before a duel, the reload mid-firefight, the draw, the sheathe, the full swing arc. The largest group in the library.
- General Handling
- Sidearms
- Long Guns
- Bows & Crossbows
- Heavy & Thrown
- Swords & Daggers
- Sword Combos
- Dual Swords
- Sword & Shield
- Two-Handed Heavy
- Polearms & Spears
- Magic & Casting
Movement
170 presets in 7 categoriesLocomotion first: a game is unplayable until its character can move, and a walk cycle is where most sprite work starts. Walks, runs, sprints, crouches, crawls, turns, jumps, falls and climbs.
- Walking
- Running & Sprinting
- Crouching & Crawling
- Turning
- Jumping & Falling
- Climbing & Traversal
- Dodging & Evasion
Combat
97 presets in 6 categoriesBoth halves of a fight: the strike going out and the stagger coming back. Unarmed hits, aerial and power attacks, blocks, parries, reactions and deaths.
- Unarmed Strikes
- Aerial Attacks
- Special & Power Attacks
- Blocking & Parrying
- Hit Reactions
- Status Effects & Death
Poses
76 presets in 3 categoriesThe animation players stare at longest: the idle. Plus fidgets, stance changes and sitting, the small motions that keep a waiting sprite alive.
- Idles & Fidgets
- Stance Transitions
- Sitting & Resting
Social
52 presets in 3 categoriesThe motions that make a town feel inhabited: waves, points, shrugs, cheers, celebrations and dance loops, for NPCs with opinions and players with emote wheels.
- Gestures & Communication
- Emotions & Reactions
- Dances & Exercise
Interaction
37 presets in 2 categoriesVerbs for the world itself: open the door, pick up the loot, swing the pickaxe, cast the line, harvest the crop. The work loops that farming sims and survival games run all day.
- Objects & Doors
- Jobs & Crafting
Creatures
21 presets in 1 categoryMotion that should not look human. Today this is a zombie set: the shamble, the frenzied run, the bite, the claw, the slow rise out of the ground, plus one convulsing monster transformation.
- Undead & Monsters
A few motions from each group
One motion from each group plus three that show the range, playing exactly as they do in the library. Open a group to see all of them.

Walk Forward (Aiming)
Advancing slowly with a weapon shouldered and sighted.
Weapons: General Handling2.5s
Walk Forward (Relaxed)
Leisurely strolling with loose posture.
Movement: Walking3s
Punch (Jab)
Quick lead-hand strike.
Combat: Unarmed Strikes2s
Neutral Idle
Visible breathing and constant weight shifting.
Poses: Idles & Fidgets3s
Wave
Friendly hand wave.
Social: Gestures & Communication3s
Pick Up (Waist)
Reaching out to grab item from table/shelf.
Interaction: Objects & Doors2s
Monster Transformation
Convulsing and swelling into a monstrous form.
Creatures: Undead & Monsters2.2s
Cast (Projectile)
Thrusting palm forward to launch a bolt.
Weapons: Magic & Casting2.5s
Backflip
Full backward somersault with a clean landing.
Movement: Jumping & Falling2.5s
Ground Pound
Small hop and crashing both fists into the ground.
Combat: Special & Power Attacks2.5s
Camera perspectives
Every preset in the library can be rendered from any of these five camera perspectives, facing any of the eight compass directions.
- Side
Side-on view at eye level.
- Hero
Low angle looking slightly downward.
- Isometric
Diagonal top-down view with 3D depth.
- Tactical
High angle looking downward at a steep incline.
- Top-Down
Directly overhead view.
API & MCP Integration
Connect Ludo's generative AI to Claude, Cursor, or your own apps. Automate asset creation and streamline your game development pipeline.
Images & Animation
Generate sprites, icons, UI assets, textures, and backgrounds. Create spritesheet animations from your art.
Video & 3D
Generate videos from images with motion prompts. Convert 2D art into textured 3D models.
Audio
Create sound effects, music tracks, and character voices. Clone voices for text-to-speech.
Frequently asked questions
How do I apply a preset to my sprite?
Choose the preset by name inside Ludo's sprite animation tool: bring in the sprite you want to animate, pick the motion from the library instead of writing a motion prompt, then set the camera perspective and compass direction. The tool renders the animation as a sprite sheet in a square grid of 4, 9, 16, 25, 36, 49 or 64 frames.
Can I use the same presets on a rigged 3D character?
Yes, for presets that carry a 3D clip. Send a preset to a static sprite and Ludo returns an animated sprite sheet; apply one to a model rigged with Ludo's humanoid skeleton and Ludo retargets that same motion onto the rig and hands back an animated GLB for your engine. Two switches matter on the 3D side: trim the clip to its clean loop, and strip out the net travel so the character moves on the spot where the engine drives locomotion.
Can I preview a motion before spending anything?
Yes. Every one of the 641 presets in Ludo's motion library ships with a short video preview, and the full set plays on this page and its group pages. Watch the motion, check its duration, and only then take the preset name into the animation tool.
How many animation presets are there?
Ludo's library holds 641 motion presets, organised into 34 categories across seven groups: weapons, movement, combat, poses, social, interaction and creatures. Weapons is the largest group and creatures the smallest. Each preset is a distinct named motion, so a reload, a crouch walk and a two hit combo are separate entries, each with its own video preview.
What camera perspectives and directions can a preset be rendered in?
Every preset in Ludo's motion library renders from five camera perspectives: Side (side-on at eye level), Isometric (diagonal top-down with 3D depth), Top-Down (directly overhead), Tactical (a steep high angle looking downward) and Hero (a low angle looking slightly downward). Each perspective can face any of the eight compass directions, N through NW, so one preset serves a platformer and an isometric RPG alike.
Do I still need a motion prompt if I use a preset?
No. In Ludo, a named preset is one of four ways to drive an animation, alongside a text motion prompt, drawn keyframes (up to three: initial, middle and final) and a reference video of around four seconds. Choosing a preset replaces the prompt entirely: the motion is already defined, so the only decisions left are perspective and direction.
Can preset animations loop?
Yes. Ludo's loop mode trims the generated sheet for looping, so cycles like walks, idles, dances and work motions come back loop-ready. The finished animation can also be exported as an animated GIF or as individual frames, and the sheet can keep its background when a game needs it.
Do animation presets work with pixel art sprites?
Yes. Ludo pairs its preset library with Forge Pixel, a dedicated pixel-art animation model that preserves the pixel grid while the motion plays, so a low-resolution character keeps its crisp pixels through every frame. Any of the 641 presets can drive a pixel-art sprite the same way it drives any other sprite.
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