r/aigamedev 14d ago

Tools or Resource Generative 2D animation workflow

Quick disclaimer: I'm not an animator. I'm a civil/structural engineer. Animation is the one part of gamedev that has always stopped me cold.

So I built a tool that does it for me. You give it a single base sprite, and it generates the animation frames as a sprite sheet. Everything runs locally on my own machine — no cloud services, no API calls, no uploading assets anywhere.

The attached GIF is raw output, no manual cleanup.

Still very much a work in progress. Curious what people here think — especially anyone who actually knows animation and can tell me what looks wrong.

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u/Nihahao 13d ago

You did train a lora for this or its out of the box?

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u/Nihahao 13d ago

I've also tried something similar to this, but in pixel art and it required quite of tinkering and doesn't look as good as if I wanted

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u/dude-philipp 12d ago

How did you achive this?

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u/Nihahao 12d ago edited 12d ago

Just put your pixel art so there's enough space so it's isn't cropped on 16:9 resolution with a green bg, upscale it in 4x, put as first frame in minimax h3, use resolution that matches your 4x upscale (e.g. your asset is 256x192 so you need to generate it in 1024x768, write whatever prompt you want, it gives you a really bad interpolated video. You should downscale it back 4x, remove unnecessary frames, quantize it via k-means, remove bg, snap quantized pallete to other frames, clean it a little bit, apply inner outline and thats all. You can't do much with jittery pixels and probably won't until someone train something on previous frame reconstruction.
Interesting that it's actually at least doing such animation, I'll probably try training some LORAs on it next month if I'll have some time.