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ThinkDiffusion

One-Video Sprite Sheet Pipeline

Crate video sprite sheet character

113

Generates in about 1 min 27 secs

Nodes & Models

NanoBananaEdit_floyo
GetNode
PrimitiveInt
LoadImage
WorkflowGraphics
InvertMask
BatchImagesNode
GetImageSize
SaveVideo
RepeatImageBatch
CreateVideo
ImageCrop
ImageBatchMulti
ImageResizeKJv2
ImageFromBatch
SplitImageWithAlpha
ImagePadForOutpaintMasked
ColorToMask
ImageCompositeMasked
Reroute
SetNode
PreviewImage
MaskBoundingBox+
SimpleMath+
SimpleMath+
LayerUtility: ColorImage V2

This workflow is basically a “one-click sprite/animation factory” built around NanoBananaEdit_floyo — and it’s designed to output clean, production-ready frames (with masks + consistent sizing) instead of “pretty but messy” generations.

What this workflow does (at a glance)

It takes an input image (or batch), runs it through Nano Banana to generate a 4-frame attack animation sprite sheet, then automatically:

  • splits the 2×2 sheet into individual frames

  • builds masks (chroma / alpha / bounding boxes)

  • crops + pads + resizes frames consistently

  • composites layers with masked merges (so edges stay clean)

  • re-batches frames into the right order

  • and can export as a video (or a final processed batch), depending on your output path

The “big win”: reliable keying + consistent framing

Most sprite workflows fall apart in two places:

  1. backgrounds aren’t truly uniform, so keying is annoying

  2. frames don’t align, so the character jitters between frames

This workflow solves both by enforcing:

  • hard chromakey green background (hex #00FF00) in the NanoBanana prompt

  • a full chain of masking → bounding box → crop/pad → resize

  • repeated ImageCompositeMasked steps to keep silhouettes clean and centered

So your output frames come out ready to drop into a game engine or timeline.

What the node chain is doing (in practical terms)

Here’s the “story” of the pipeline:

1) Generation (the creative brain)

  • NanoBananaEdit_floyo generates a 2×2 grid sprite sheet with strict rules:

    • no green on the subject

    • no gradients/shadows in the background

    • no black borders between frames

    • consistent character design across all 4 frames

2) Frame extraction (turning sheet → frames)

  • SplitImageWithAlpha / ImageFromBatch / RepeatImageBatch

    • slices the sheet into 4 usable frames

    • ensures each frame is treated consistently downstream

3) Mask + alignment (the “no jitter” part)

  • ColorToMask + InvertMask + MaskBoundingBox+

    • isolates the character cleanly (by chroma / alpha logic)

    • finds the tight bounding box

  • ImageCrop + ImagePadForOutpaintMasked + GetImageSize

    • normalizes framing so each frame is aligned

    • pads where needed so you don’t clip motion/extremities

4) Cleanup + compositing (edges and polish)

  • ImageCompositeMasked (multiple stages)

    • merges layers using masks so edges don’t get crunchy

    • keeps background handling predictable

5) Output packaging

  • BatchImagesNode / CreateVideo

    • reassembles frames into a batch or timeline-ready output

    • optionally exports a video preview so you can review motion fast

The workflow is now cleaner with Set/Get nodes

I updated the workflow so the mask-splitting reroutes are replaced with SetNode/GetNode pairs:

  • SetNode stores each mask once (mask_1, mask_2, mask_3)

  • GetNode pulls those masks anywhere they’re needed downstream

What that gives you:

  • easier debugging (you can tap a GetNode anywhere and preview that exact mask)

  • less spaghetti wiring

  • safer edits (you won’t break three branches when you adjust one mask path)

Where this shines (real use cases)

  • Game sprites: consistent frame alignment + clean silhouettes

  • Storyboard panels: swap the prompt and you get a repeatable “panel → cleanup → output” system

  • Content packs: batch input characters and mass-generate attack animations quickly

  • Fast iteration: tune mask thresholds/crop logic once, and everything stays stable

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