tutorials.eyebrow
tutorials.title
tutorials.subtitle
tutorials.indexHint
tutorials.categories.character
Video Frame Sequence Workbench
Turn character videos into refined animation frames and engine-ready export packs.
Video Frame Sequence Workbench is a four-stage pipeline: edit video, detect loops, refine cutouts, then export for game engines.
Standard workflow
1. Stage 1 — upload a character video, set the crop, confirm the clip, then extract frames.
2. Stage 2 — analyze loops, review action groups, manually add or remove frames, then confirm groups.
3. Stage 3 — refine cutouts with sampling, brushes, hole repair, and per-frame or whole-group apply.
4. Stage 4 — choose GIF / PNG sequence / atlas / engine config outputs, set atlas size and engine, then download the ZIP.
Feature overview
- Four gated stages: editing, detection, refinement, export
- Running job progress bar
- Video upload / replace, crop playback, extract frames (cancelable)
- Loop analysis with frequency controls and action-group previews
- Manual group create / frame add-remove
- Dual viewport original vs cutout with pan and zoom
- Color sampling, matting sliders, punch / restore brushes, hole repair
- Apply cutout to one frame or a whole group; dedupe remove
- Export: preview vs sequence compare, FPS, canvas size, scale / offset
- Atlas 512–8K, Unity / Cocos / Godot, layout and spacing
- GIF, PNG sequence, sprite atlas, engine config toggles
- Atlas utilization stats, large preview dialog, ZIP download
