A practical walkthrough
Turn a PNG sprite sheet into a Godot character
Start with Sprout Bot, adjust a clip, and export a Godot 4 scene with its animations and collision data.
1. Open the small starter
Use the launch button above. Sprout Bot has four Idle frames and four Walk frames, each 32 by 32 pixels. This opens a new character; your existing saved project stays in Projects. Set Speed to 1.00× to see the supplied timing. You can use the same workflow with your own sprite sheet later.
2. Try a clip change
Choose Idle in Moves, then open Clips. Click a thumbnail and change its frame hold to 300 milliseconds, then click Apply frame hold. Play it to see how a small pause changes the motion. Try Reverse or Ping-pong, or use Reset clip edits to restore the original timing and frame range.
3. Check the feet and boxes
Open Boxes & events and pause on a frame. Use current box to read the generated hurtbox, or draw a replacement on the stage. Keep the foot pivot steady. If you change a box, apply it to the intended frame range and check that it follows the character.
4. Select and preview the export
Open Export. Set Pixel scale to 1×, Directions to This view only, and Format to Godot 4. Under Frames, choose Choose… and tick Idle and Walk. Preview packed sheet to check the transparent background, page size and foot pivots, then choose Download selected format.
5. Open the result in Godot 4
Extract the ZIP and keep its files together inside your Godot project under res://. Open the included .tscn scene and inspect the AnimatedSprite2D clips. The README explains the helper script, foot pivots, hurtbox and hitbox areas. Test Idle and Walk in your scene before adding movement code.
6. Keep an editable copy
Back in Sprite Puppeteer, use Save backup to download a .puppet.json project. The game export contains the result for Godot; the project backup keeps the character and your editable clip, box and event changes.