AI Sprite Animation Generator
Bring a static sprite to life in one step: apply walk, run, idle, or attack presets to any character image and export a packed, engine-ready sprite sheet or GIF.
Animations generated with Ludo
Each of these started as one static image - the motion is generated.
API & MCP Integration
BetaConnect 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.
How it works
Upload any sprite
Generated in Ludo, drawn, or commissioned - any static character image.
Choose a motion preset
Walk, run, idle, jump, attack - or describe a custom motion.
Export the packed sheet
Set frame count, grid layout, and cell size - or grab a GIF.
What devs build with it
Animate commissioned art
One character image becomes every movement cycle - the static pixel art fox on the left is the only input.
Consistent enemies and NPCs
Motion transfer: pick a preset once, apply it to anyone. The adventurer and guard are both driven by the exact same wave preset - no rigging, no per-character animation work.
VFX and impact frames
Explosions, slashes, and hit flashes as frame sequences.
Frequently asked questions
Does it work with sprites I didn't make in Ludo?
Yes - upload any character image. The animation presets are applied to your sprite, preserving its style and proportions.
What animations are available?
Walk, run, idle, jump, attack, and a growing preset library, plus custom motion descriptions for anything not covered.
What formats can I export?
Transparent PNG sprite sheets with configurable rows, columns, and cell sizes, individual frames, or an animated GIF. Sheets import directly into Unity, Godot, GameMaker, and Phaser slicing tools.
Can I control the number of frames?
Yes - choose the frame count and layout when exporting. Shorter cycles for hypercasual games, longer ones for smooth hero animations.
How is this different from skeletal animation tools?
There's no rigging step. You go from a flat image to animation frames directly, which is faster for small characters and pixel art where bone rigs are overkill.
Is there a free plan?
Yes. The free Starter plan includes enough credits to animate sprites and export sheets, no credit card required.
Experience the future of game creation
Free to try. No credit card required.
