Automatic Sprite Pivot Alignment

Detect the visible character area across animation frames and align them to a shared pivot and canvas size.

For walk, idle, and attack animations, Bottom center is usually the most stable choice. Bounds center or alpha-weighted centroid may work better for airborne objects and effects.

How it works

  1. Find the bounds of pixels whose alpha exceeds the selected threshold.
  2. Calculate each frame’s pivot using the selected mode.
  3. Calculate a shared canvas that does not crop any frame.
  4. Reposition every frame around the computed shared pivot.
  5. Select only the frames you need and save them together as a ZIP.

Alignment mode

Bottom center uses the character’s lowest point and horizontal midpoint, making it suitable for grounded animation. Opaque-bounds center works well for icons and rotating objects, while Alpha-weighted centroid is useful for translucent effects.

Limitations

If shadows, weapons, capes, or other parts extend to the lowest pixels, the detected foot position may shift. Animations with large pose changes may still need manual adjustment after checking the automatic result.

Related tools