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Set output canvas, alignment, and pivot

Place the same source sequence on a consistent canvas and carry the intended origin into exported sprites and game-engine resources.

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Canvas changes pixels; pivot changes the origin

In Advanced Editor, canvas and character controls affect the rendered output frames. Pivot tells a consuming engine where the sprite's origin should be. Moving the pivot does not move the painted pixels inside a PNG.

This is separate from input canvas, which prepares source images before AI generation. Output placement reuses existing motion.

Choose a consistent frame canvas

The current inspector accepts width and height from 64 to 1024 px, with 256, 512, and 1024 square presets. Use dimensions suited to the target display and texture budget; larger frames increase output size without recovering details absent from the source.

Choose Transparent or Solid canvas background. A transparent canvas only makes unpainted areas transparent: it does not automatically remove an opaque background already present in the source.

Character setting Effect
Center / Bottom center Global alignment of the source on the canvas
Contain Fit the whole image inside the canvas; may leave space
Cover Fill the canvas; parts of the image can be cropped
Original pixels Start from the source's original pixel size
Scale Additional global scaling, 0.1–3
X / Y offset Global displacement in output pixels

Scrub several poses after changing these settings. A pose that fits while standing can still clip during a jump. Global alignment does not automatically track a moving foot or align each frame independently.

Pick a pivot deliberately

Pivot coordinates range from 0 to 1 and use a bottom-left origin:

Desired origin X Y
Bottom center 0.5 0
Center 0.5 0.5
Bottom left 0 0

For a grounded character, bottom center is often a useful starting point. It is the canvas origin, not a detected foot location. Use consistent framing across animations if they need to share an engine transform.

Read the exported coordinate conventions

animgen-manifest.json uses schema animgen.sprite-export.v1. Its frame rectangles use rectOrigin: "top_left", while pivot.origin is "bottom_left". These two coordinate systems are intentionally different.

Frame size, sheet size, FPS, loop, frame count, names, and frame rectangles are recorded in the manifest. Use those values instead of dividing the image into guessed cells, especially when the sheet has padding.

Unity metadata stores per-sprite pivots. The Godot scene applies an offset for the pivot; assigning only its SpriteFrames resource does not copy that scene offset. The Cocos example player can apply the exported pivot to UITransform. See the relevant engine import guide.

Verify before delivery

Check a stationary background or grid, first/last frames, moving extremities, and the origin marker. Compare the same sequence in Studio and a small target-engine scene.

For transparent video output, use a transparent canvas and valid transparent source processing. A solid canvas conflicts with transparent-video output. If an exported result differs, inspect export and transparency troubleshooting before paying for another generation.

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