Select a Body Type Preset, then use the tools and controls in the right panel to position, rotate, scale, and set pivots for each part. Hold Shift while scaling corners for uniform scale. Use the Zoom slider to magnify the canvas. Switch to the 'Upload Assets' tab to change artwork.
Choose the source for each body part. Check "Fit Uploaded/Selected Art" to automatically scale new art to the size of the current art or placeholder. Use "Auto-load" options to quickly populate related limb sections.
Clears any frame-by-frame adjustments made in the Finetune tab for the current animation settings.
Select a frame using the controls below. Click on a part in the canvas to select it for this specific frame. Use the tools to adjust its position, rotation, or scale. Changes only affect the selected frame. Use the 'Apply To...' buttons to propagate a manual input change to other frames.
This will export the animation currently configured in the "Animation Preview" and "Finetune" tabs using the settings below.
Manage and export previously saved animation configurations. Each will use the export settings defined in the "Export Current Animation" section above when its "Download" button is clicked.
Welcome to Loop Animator! This guide will help you create 2D character animations.
Loop Animator enables you to rig 2D character art (divided into body parts and optional accessories), generate looping animations (walk, run, jump, idle, etc.), finetune these animations frame-by-frame, and export them as sprite sheets, image sequences, or GIFs.
The typical workflow follows the tabs from left to right: 1. Rigging → 2. Upload Assets → 3. Animation Preview → 4. Finetune (optional) → 5. Export.
Assemble your character, define part connections, pivots, and layering. This is also where you manage accessories.
Manage artwork for body parts and accessories.
Preview and adjust global animation parameters. You can also manage accessory-specific animations here.
Make precise adjustments to individual parts on specific frames. Ideal for polishing, fixing intersections, or adding secondary motion.
Generate your final animation output. You can export the currently active animation from the Preview/Finetune tabs, or manage a queue of saved animation configurations.