AI VFX & particle sheets

Prompt an effect.
Get a packed VFX sheet for your engine.

Describe an effect — an explosion, curling smoke, a magic burst, a shower of sparks — and get it back animated through its full cycle and baked into one transparent sprite sheet, plus a PNG sequence. The animation is built for you; the sheet is packed right in your browser, ready to feed your particle or VFX system. Powered by AnnoMotion AI.

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See it in action

Watch a real run.

A prompt for a swirling green magic burst becomes a 24-frame transparent VFX sprite sheet, previewed over a scene.

VFX / Particle Sprite Sheets · demo· 0:37

What's inside

One prompt in, one animated sheet out.

Describe the effect and get its full animation cycle back — rendered, animated, keyed and packed into a single transparent sprite sheet without leaving the browser. Feed the sheet to your particle system, or take the same frames as a PNG sequence.

A real animation cycle

Your effect is rendered once, then animated — it ignites, expands, peaks and fades — with the camera locked and the effect held on the spot. Every frame is a different stage of the same effect, which is what makes the sheet play back rather than flicker.

Transparent, by design

The effect is animated against a flat backdrop picked to suit it — a bright screen for solid effects, a plain black one for glowing ones — and your browser lifts that backdrop back out of every frame. A clean, predictable cut rather than a model guessing at the subject — the sheet and every PNG in the sequence carry real alpha.

Explosions to magic

Explosions, smoke, fire, magic, sparks, impacts and auras — describe the effect and get a matching animated set.

Fiery explosionCurling smoke puffBlue magic burstSpark shower

Sheet and PNG sequence

One run, two downloads: the packed sprite sheet as a single transparent PNG, and the same frames as a numbered PNG sequence in a .zip. Take whichever your pipeline wants, or both.

Engine VFX ready

Drop the sheet into a Unity, Godot or Unreal effect and set the frame count — the result page tells you the grid — and it plays back as a looping or one-shot animation.

Honest pricing

One debit on submit — covering both the render and the animation — and an automatic refund if anything fails or times out. Packing the sheet in your browser costs nothing at all.

How it works

Three steps, a prompt to a packed effect sheet.

01 — Describe

Prompt the effect

Say what should happen — "fiery explosion", "curling smoke", "blue magic burst", "shower of sparks" — and pick how long it runs. Ten seconds is the default and gives an effect room to build and fade; five is there for a quick burst. A short prompt sets the effect and its motion.

Fiery explosionCurling smokeBlue magic burstShower of sparks
02 — Animate

Watch it build

Your effect is rendered, then animated through its cycle. Your browser pulls out every frame, keys the backdrop and packs the sheet — then plays it back so you can see the animation before you export it.

03 — Play

Drop into your VFX system

Take the packed sheet, the PNG sequence, or both. Feed the sheet to your particle or flipbook material and set the frame count. Re-download any past sheet from your gallery.

Built for

Gameplay, VFX and technical artists.

When your game needs punchy hits, spells and ambience but you don't have time to hand-animate every frame — animated, transparent and engine-ready.

Combat impacts

Explosions, muzzle flashes, slashes and hit sparks that fire on contact and read clearly at gameplay speed.

Spells & abilities

Magic bursts, auras, buffs and elemental effects to make every ability feel distinct on screen.

Ambient effects

Drifting smoke, embers, dust and fog loops that add atmosphere to a scene without a heavy simulation.

Pickups & feedback

Sparkle, glow and burst effects for coins, power-ups and UI moments that reward the player.

Prototypes & jams

Fill a game with responsive juice from a handful of prompts when there's no VFX artist on the team.

Consistent effect style

Keep explosions, magic and smoke in one visual language so your effects read as a matched set.

FAQ

VFX sheets, answered.

Is this a real animation, or just matching frames?

A real animation. Your effect is rendered once, then animated through its full cycle — it ignites, expands, peaks and dissipates — and every frame of that animation is extracted into the sheet. So frame two follows frame one, which is what makes it play back as a single effect rather than as a set of separate bursts.

How many frames do I get?

Twenty-four, on every run. That is the count a hand-drawn effect sheet is usually authored at, and it packs into an exact six-by-four grid with no blank cells. They are taken evenly across the whole animation, so you keep the ignite, the peak and the dissipate rather than losing the tail. Length does not add cells — a ten-second clip (the default) spreads the same twenty-four over a slower, fuller arc, and a five-second one packs them into a quicker burst. The sheet records its own grid, so your engine (and the preview on the result page) knows exactly how many cells to step through.

Do the frames come back transparent?

Yes. The effect is animated against a flat backdrop chosen to suit it — a bright screen for solid effects like smoke, a plain black one for glowing effects like fire and sparks — and your browser lifts that backdrop back out of every frame before packing them. It is a straight measurement of each pixel rather than a second AI pass, so it is a clean, predictable cut — not a model deciding what the subject is. The packed sheet and every PNG in the sequence carry real alpha, so an explosion layers over your scene with no boxy fill.

What do I actually download?

Two things, from one run: the packed sprite sheet as a single transparent PNG, and the same frames as a PNG sequence in a .zip. Take either or both. The sheet is what your particle system or flipbook material wants; the sequence is what an editor or a hand-tuned import wants.

Where is the sheet built?

In your browser, on your device. Once the animation is ready your machine downloads it, pulls the frames out, keys the backdrop and packs the grid — no second round trip, and no extra credits for the assembly. It does mean the tab should stay open while the bar fills. If you close it mid-build, we first try to resume the build; the run's credits are returned only if it stalls a second time.

Can I generate the same effect again later?

Yes. Every run records the seed it used and shows it on the result, and you can pin that seed for a new generation. A seed on its own reproduces nothing, so the tool restores the prompt, the style and the animation length alongside it — re-pin a past effect to get it back, or change one word to test a variation against the same roll.

Can I use the effects in a commercial game?

Yes. Anything you generate is yours to ship — in commercial games, client work and marketing — subject to applicable law and our AI provider's policies. We don't claim ownership of your outputs and we don't watermark exports.

Animate your first VFX sheet.

Prompt an effect, watch it animate through its full cycle, and get it back as one transparent sprite sheet plus a PNG sequence — ready for your particle and VFX systems.

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