Open the dialog
In the editor, click "Export sprite sheet". The dialog loads with sensible defaults - 4 cardinals, all your animations, 64 px cells.
Turn an animated voxel into a game-ready pixel art sprite sheet.
Drop your animated voxel into the sprite sheet exporter. Pick the camera angles you need (8 horizontal, 4 isometric, top, bottom), the animations to bake (idle, walk, attack…), and the cell size. The output is a transparent PNG with a regular grid - drop it straight into Godot, Unity, Phaser or GameMaker, slice with one click, ship.
In the editor, click "Export sprite sheet". The dialog loads with sensible defaults - 4 cardinals, all your animations, 64 px cells.
Need 8 directions for top-down? 4 isometric for an iso RPG? Top/bottom for a card game? Toggle whichever angles you need.
All your asset's animations are listed (idle, walk, attack, hit, death). Toggle which ones go into the sheet.
Three formats: game-ready PNG (no labels, slice-friendly), annotated PNG (preview with labels), ZIP (one PNG per view).
8 horizontal (every 45°) + 2 vertical (top, bottom) + 4 isometric corners (35° elevation, RPG-style). Pick any subset.
"Auto" cell size computes the smallest size that fits every captured frame. 1 voxel = 1 pixel - zero antialiasing blur.
Idle, walk, attack, jump, death - every animation in the same PNG, one row per (anim × view), one column per frame. Slice once.
Flat = raw palette colors, ideal for chunky pixel art. Three-point = subtle volume without breaking the look.
Regular grid, transparent PNG, no padding. Godot, Unity, Phaser, GameMaker, Aseprite - all auto-slice perfectly.
Need one file per facing direction? The ZIP export gives you idle_front.png, idle_right.png, walk_front.png, etc.
The /sprites/ gallery lists every community model that has a published sprite sheet. Free PNG download, transparent background, ready for your engine. New ones every week.
Yes. Sprite sheet capture and export are fully free - no credits used. The export produces a transparent PNG ready to drop into Godot, Unity, Phaser or any 2D engine.
14 camera angles total: 8 horizontal directions every 45° (front, front-right, right, back-right, back, back-left, left, front-left), 2 vertical (top, bottom), and 4 isometric corners (35° elevation). Pick any subset for your export.
You pick. 64×64 px is the common default for pixel art. There is also an "auto" mode that computes the smallest cell size that fits the bounding box of every captured frame - guarantees 1 voxel = 1 pixel without scaling blur.
Yes. Pick the animations you want (idle, walk, attack, jump, death…) and they are all baked into the same PNG, one row per (animation × view), one column per frame. Easy to slice in any sprite editor.
The PNG is a standard regular grid sprite sheet - works with Godot AnimatedSprite2D, Unity Sprite Editor (Grid by Cell Size), Phaser this.load.spritesheet, GameMaker Spritesheet Importer, Aseprite Slice, and basically any 2D engine that expects a fixed-size frame grid.
Yes. There is a "1 PNG per view" ZIP export - useful when your engine wants one file per facing direction (e.g. for state-machine-driven directional animations).
Two modes - "flat" (every voxel rendered with its raw palette color, no shading) and "three-point" (subtle key/fill/back lighting that gives volume without breaking the pixel art look). Pick what fits your art style.
How to drop the PNG into AnimatedSprite2D in Godot 4.
How to slice and animate in Unity Sprite Editor + Animator.
How to load and animate in Phaser 3 web games.
No voxel yet? Generate one from a prompt, then export.
Free, transparent PNG, ready for any 2D engine.