Slice a spritesheet into frames
Drop a sheet into your library and cut it into individual sprites without leaving AssetHoard. Let auto detection find the frames on a messy sheet, or set a grid by hand on a tidy one. Then build animations and export the result.
One ogre sheet, sliced two ways and turned into a clip. Click to enlarge.
Two ways to slice
Grid for evenly-spaced sheets, Auto detection for irregular ones. Switch between them with a single toggle and watch the boxes update live.
Build animations
Group the sliced frames into named sprite sets, mark them animated, set a frame rate, and play them back in the preview.
Export anywhere
Send a set out as a looping GIF, a packed spritesheet PNG with an atlas JSON, or the raw per-frame PNGs.
Grid or Auto, whichever your sheet needs
Most sheets fall into one of two shapes. AssetHoard has a mode for each, and you can flip between them at any time to see which reads your sheet better.
Grid mode
For sheets laid out on an even grid. Set the cell size and AssetHoard walks it across the sheet, row by row, boxing every cell.
- Cell width and height in pixels
- Margin and Spacing for borders and gutters
- Offset X and Y to nudge where the grid begins
- Skip empty drops fully transparent cells, on by default
Auto mode
For trimmed, hand-packed, or uneven sheets. AssetHoard finds each clump of connected pixels and draws a box around it, so no grid is needed at all.
- Alpha sets how solid a pixel must be to count
- Dilate bridges small gaps so one sprite stays in one piece
- Min area filters out specks and stray pixels
- Merge folds overlapping boxes into one
From sheet to animation
Four steps from a flat image to a playable, exportable clip. No other app in the loop.
Open the sheet as a spritesheet
Select the image in your library and flip the preview from Image to Spritesheet. The slicer opens.
Slice it
Pick Grid or Auto and adjust until every frame is boxed. AssetHoard shows a running count so you know exactly how many sprites you are about to save.
Build a set
All the frames land in an All Frames set. Create your own named sets by clicking frames on the sheet in the order they should play.
Animate and export
Mark a set animated, choose a frame rate, and play it back. Then export it as a GIF, a packed sheet, or per-frame PNGs.
Want every setting explained, from cell size to alpha thresholds? Read the full spritesheet slicing guide.
Export three ways
A sprite set is not locked inside AssetHoard. Take it out in the shape your engine or editor wants.
Looping GIF
A single animated GIF at the set's frame rate. Good for previews, issue trackers, and social posts.
Packed sheet + atlas
A packed spritesheet PNG with an optional atlas JSON describing each frame. Drop it straight into your engine.
Per-frame PNGs
The raw frames as individual PNG files, ready for any pipeline that expects loose images.
Your original sheet is never touched
Slicing is saved as metadata on the asset, not baked into the file. The sheet on disk stays byte for byte the same, so you can re-slice, adjust, or clear the whole thing whenever you like. Only an explicit export writes new files, and those are copies.
Frequently asked questions
Spritesheet slicing is cutting a single spritesheet image into its individual sprite frames. AssetHoard slices in place: choose Grid mode for an even grid or Auto mode to detect the frames automatically, and each frame becomes a usable sprite you can browse, animate, and export.
Select the spritesheet in your library, switch its preview to the spritesheet view, then pick Grid or Auto mode until every frame is boxed and save. Grid slices by a fixed cell size, while Auto detects each sprite for you. Every frame is then saved as an individual sprite.
No. Slicing in AssetHoard is non-destructive: the slicing is saved as metadata on the asset and the source image on disk is never modified. You can re-slice or clear it at any time, and only an explicit export writes new files.
Use Auto mode. Instead of assuming a fixed grid, AssetHoard finds each connected clump of pixels and draws a box around it, so trimmed, hand-packed, and irregularly-spaced sprites still come out as separate frames.
Use Grid mode. Set the cell width and height, add margin or spacing if the sheet has a border or gutters between frames, and every cell is picked up in reading order. Empty trailing cells on a short last row are skipped by default.
Yes. After slicing a spritesheet in AssetHoard you can group frames into named sprite sets, mark a set as animated, set its frame rate, and play it back in the preview before exporting it.
Export a sprite set three ways from AssetHoard: a looping GIF, a packed spritesheet PNG with an optional atlas JSON, or the raw per-frame PNGs. Pick whichever your game engine or workflow expects.
Yes. AssetHoard slices spritesheets entirely on your own machine. There is no upload, no account, and no internet connection required, in keeping with its local-first design.
There is no practical limit for normal sheets. A dense 16 by 16 grid can produce hundreds of cells in a single pass, and Auto mode handles busy sheets with many small sprites just as easily.
Stop juggling a separate slicer. Do it where your assets live.
Local-first. Offline-capable. No subscription.
Want the step-by-step? Read the slicing guide.