Export the Loop
Check transparency and cell alignment, then export the strip.
Your result
A transparent 48 by 16 PNG, plus an editable project backup.
01What you will learn
- Confirm the gaps between cells stay transparent.
- Verify no cell shifted after export.
- Keep the editable project, since the next iteration needs it.
Start with: The tested three-frame loop.
02See the technique
The same finished loop
48 × 16 pixels
Nothing changes, this is a check
48 × 16 pixels
03Follow the steps
- 1
Check the seams
The 16-pixel gaps must show the checkerboard. A white seam between cells appears in every frame of the finished animation.
Transparent gaps between all three cells.
- 2
Confirm the dimensions after export
Reopen the exported file and check it is still 48 by 16. A rescaling export breaks every cell boundary at once.
A sheet that survived the export unchanged.
- 3
Export at 1x
Take the native 48 by 16 file. Scale the PNG afterwards if you need a larger version for display, never before slicing.
A 48 by 16 transparent PNG.
- 4
Keep the project for the next pass
Download a project backup. Animating is iterative: you will want to retime this loop without redrawing three frames.
A PNG and a project you can retime.
04Practice in Pikanim
Confirm the seams are transparent, export a 48 by 16 PNG, and download your project backup.
Opens a 48 × 16 canvas with the lesson's starting pixels. Your work saves in the Workspace.
05Check your result
Compare your own work with these checkpoints. Check each one when your result is ready.
Progress saves in this browser. No account needed.
06Continue learning
Keep these references handy
Pixel Art Game Asset Size Guide
Standard pixel sizes for game assets: characters, tiles, items, UI icons and effects — and how to keep a whole game on one consistent scale.
Sprite Sheet Guide
What a sprite sheet is, how rows, columns, frame size and padding work, and how to export a sheet your game engine can slice correctly.