
Also more often than not there'll be duplicate frames (frames that have the exact same X, Y, width, height, etc.), for this you can just save the image multiple times in a row. It may sound tedious, but once you get the hang of it, it really isn't that bad. Repeat this process for every single frame of the animation.

Why start at 0? Well the XML file also starts at 0 so that helps you not get confused with the numbering. It is recommended to make a folder specifically for them, and naming them in numerical order, so the first one would be "0", then "1", then "2" and so on and so forth. As these TXT files don't have frameX or frameY, you do not have to worry about positioning here.Īfter that, you can save the image file somewhere. After you have your frame correctly selected, copy it and then in the new image you created a bit ago paste it in.For each frame you want to select at the X and Y that frame says to, as well as make it the width and height that frame says to.The width and height should be the same across all the animation frames so the new image file should be of that width and height. The first two correspond to the X and Y while the last two correspond to the width and height.

There should be 4 numbers for all the frames.(Read the XML text above so you understand this section!) So don't pay attention to the minuses and only the numbers. Also important, ignore the negative signs! Pretty much in a negative X or Y means the selection goes out of the frame and you don't want that do you. Kind of the same thing as last time, position the "Selection top left" as the frameX and frameY (not the same ones you used last time). Now you'll have to position that frame as the "frameX" and "frameY" says to. You can use the arrow keys to move around the selection, and grab the sides of the selection box to change the width/height. I'll assume you're using, there should be some text at the bottom once you select, you want to make sure that "Selection top left" is the same as the X and Y that the frame in the XML file says, and "Bounding rectangle size" is the same as the width and height of that frame. Thankfully you shouldn't come across this very often. If there isn't a consistent "frameWidth" and "frameHeight" for all the frames (like for Mid-Fight Masses characters), you'll have to resize this image corresponding for every frame. In your image editor make a new image with that exact same width and height. There should be a "frameWidth" and "frameHeight" for all the frames of the animation, which should stay consistent throughout.Now this tutorial will split this into two parts, for both XML and TXT files.For example, in Boyfriend's XML sheet his idle animation is called "BF idle dance". In the XML/TXT, find the name of the animation you want.Open up the sprite sheet PNG and XML/TXT of the character you want.

If there are files over this limit, you can use Photopea to create larger GIFs.) (A little note: Ezgif can only rip sprites under or on 1200 pixels. A sprite sheet and XML file (optionally JSON file) for a desired character.A program to view XML files (Notepad works).2.7.2 and LibreSprite/Asesprite interface.
