FNF Spritesheet to GIF — PNG + XML to Animated GIFs
Friday Night Funkin' characters come as a PNG plus a Sparrow XML full of names like "BF idle dance0000". Drop both files: every SubTexture becomes a frame, the name prefixes become animations, the trim offsets keep the character from jumping, and each animation exports as its own GIF, APNG or WebM.

- Starling / Sparrow XMLVerified· Phaser 4.2
- GIF / APNGDecoded· Pillow
- Godot 4Verified· Godot 4.7.2
- Unity 6Verified· Unity 6000.5.3f1
- Phaser 3 / 4Verified· Phaser 3.90 + 4.2
- PixiJS 8Verified· PixiJS 8.21
- Aseprite JSONVerified· Phaser load.aseprite · PixiJS 8.21
- .asepriteVerified· Aseprite 1.3.18
- Spine / libGDXVerified· spine-canvas 4.2
- LÖVEVerified· LÖVE 11.5
- DefoldBuilt· Defold bob.jar 1.13.1
- GameMakerUNVERIFIED
- CSS spritesVerified· Chromium
What it does
- SubTexture names grouped by prefix: "BF idle dance0000", "BF idle dance0001" … become the animation "BF idle dance", in natural order.
- frameX, frameY, frameWidth and frameHeight are kept, so every frame sits at its offset inside its full size.
- The XML has no timing, so frames start at 100 ms; Set all to fps retimes a whole animation at once. FNF mods often play at 24 fps (about 42 ms), but check your character file.
- One GIF per animation with the frames pivot-aligned and 1-bit transparency; APNG keeps soft edges exactly.
- The same frames can go on to Starling / Sparrow XML, Phaser, Godot or any other target.
How to do it
- Drop the character PNG and its .xml together.
- Read the Import panel: the frame count, how the names were grouped, frames lying outside the image.
- For each animation, select its tag and use Set all to fps in the Animation panel, or type milliseconds per frame.
- Press Enter to preview; onion skin (F3) shows whether the offsets line up.
- Open Pack & Export, choose Animated GIF (or APNG, or WebM video) and export: one file per animation.
Sparrow XML attributes and what the Studio does with them
| XML attribute | What the Studio does |
|---|---|
| TextureAtlas imagePath | pairs the XML with its PNG |
| SubTexture name | frame name; the part before the trailing digits names the animation |
| x, y, width, height | the frame's region on the sheet |
| frameX, frameY | where that region sits inside the full frame (the XML stores them as negative numbers) |
| frameWidth, frameHeight | the full frame size, so every frame keeps its place |
| rotated="true" | imported still turned; its export is UNVERIFIED |
| pivotX, pivotY | the frame pivot, when present |
| no timing attribute | 100 ms per frame until you set it |
Engine exports and how each was checked
"Verified" means the exported files were loaded by the real engine or tool on real CC0 assets and the result was compared with the source. Anything that was not loaded is labelled as such.
| Target | Files | Check |
|---|---|---|
| Godot 4 | .tres SpriteFrames · .tscn AnimatedSprite2D · .png.import | Verified Godot 4.7.2Loaded by Godot; every animation frame drawn and compared with the source file. The scene uses Nearest filtering; rotation is never used. |
| Unity 6 | .unity.json · Editor/NerulioSpriteImporter.cs · AnimationClip | Verified Unity 6000.5.3f1Batch mode: sprite rects, pivots, pixels, clip keys and durations checked. |
| Phaser 3 / 4 | atlas JSON (multiatlas) · .anims.json | Verified Phaser 3.90 + 4.2Frames and animations drawn by both versions. |
| PixiJS 8 | spritesheet JSON · animations · anchor · meta.scale | Verified PixiJS 8.21Rotated and multi-page atlases included. |
| Aseprite JSON | hash / array · frameTags · slices | Verified Phaser load.aseprite · PixiJS 8.21Tags keep their direction and repeat count. |
| .aseprite | layers · tags · durations · slices | Verified Aseprite 1.3.18Opened and rendered by the Aseprite command line. |
| Spine / libGDX | .atlas | Verified spine-canvas 4.2Every region drawn by the Spine runtime, rotated and trimmed; libGDX itself was not run. |
| Starling / Sparrow XML | XML per page | Verified Phaser 4.2Phaser 3.90 draws trimmed XML frames wrongly (its own bug); the "Sparrow XML (Phaser 3)" preset turns trim off and passes in 3.90 and 4.2. |
| LÖVE | Lua quads · nerulio_atlas.lua · main.lua | Verified LÖVE 11.5Every frame drawn and every animation stepped through the shipped helper. |
| Defold | .atlas · .tilesource | Built Defold bob.jar 1.13.1Built by Defold's command-line builder; the built texture's UVs were read back. |
| GameMaker | spr_<name>_stripN.png · gamemaker.json | UNVERIFIEDNot loaded in GameMaker (no headless GameMaker). The strips are cut the way its strip importer cuts them. |
| CSS sprites | .css · preview .html | Verified ChromiumEvery class drawn from the shipped stylesheet. |
| GIF / APNG | one file per animation | Decoded PillowEvery frame and delay decoded again after export; APNG is exact. |
Evidence
GIF decoder: 408 of 408 frames identical to Pillow on 29 real GIFs; APNG 132 of 132 on 16 files. .aseprite: 231 corpus files imported, re-written and reopened in Aseprite 1.3.18 with the same tags, durations and pixels (231/231). Exports: 49 runs in the real engines on real CC0 assets, 47 pass — the 2 failures are Phaser 3.90's trimmed-XML bug, which the Phaser 3 preset avoids.
Limits
- A grid or island guess is a preview with a confidence; nothing is cut until you press Apply, and every choice has one-click alternatives.
- .aseprite files whose layers do not compose exactly (e.g. group opacity) are imported flattened, and the Import panel says why.
- Rotated frames in an imported atlas stay rotated; their export is UNVERIFIED.
- Images up to 32,768 px per side (268 million pixels), subject to your browser's memory.
Questions
Why does the GIF play at the wrong speed?
Sparrow XML stores no timing, so every frame starts at 100 ms. Set the rate your mod uses. GIF stores hundredths of a second, so 24 fps (41.7 ms per frame) is written as 4 hundredths and the export lists the rounding; APNG stores milliseconds.
Some frames come out sideways. Why?
SubTextures marked rotated="true" are imported as they lie on the sheet, still turned, and exporting them is UNVERIFIED. If you have the source frames, pack them again without rotation.
Can I turn the FNF spritesheet into PNGs?
APNG writes one animated PNG per animation with every pixel exact, and every Pack & Export target writes a repacked PNG sheet with its data file.
Is it free, and do I need an account?
Everything on these pages is free and works without an account. There is no watermark and no export that is held back.
Are my sprites uploaded?
No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.
Does it need Aseprite or an engine plugin installed?
No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).