FNF & SparrowMetadata export

Sprite Sheet Maker for FNF and Sparrow XML

Export a Sparrow TextureAtlas with frames named the way FNF expects: your animation prefix plus a four digit index. Works for Starling and Adobe Animate too.

A sprite sheet exported as a Sparrow TextureAtlas XML, next to the settings it needs in FNF and Sparrow
What you export

Format menu

Sparrow / Starling XML

Sparrow TextureAtlas (.xml)

Sparrow keys animations off the frame name, not off a separate animation list. Every frame of one animation shares a prefix and ends in a four digit index, so idle0000, idle0001, and so on all belong to idle. The export asks for that prefix and names each frame accordingly, then writes the frame rects. Trimmed frames get frameX, frameY, frameWidth, and frameHeight so the engine restores their original footprint and the character does not jitter.

Step by step

Getting the sheet into FNF & Sparrow

  1. 1

    Arrange one animation per sheet

    Keep frames in playback order. One sheet per animation is the cleanest mapping to the prefix naming.

  2. 2

    Export the PNG

    Export the sheet image first. The XML references it by file name, so both files share a stem.

  3. 3

    Export the XML with a prefix

    Format > Sparrow / Starling XML, then type the animation name. Frames come out as prefix0000, prefix0001, and up.

  4. 4

    Drop into the mod

    Put the PNG and XML side by side in your character assets folder and reference the prefix as the animation name in the character setup.

  5. 5

    Check the offsets

    Trimmed frames carry their original bounds in the XML, so alignment holds. If a pose still drifts, adjust the animation offsets in the mod, not the sheet.

Sparrow XML
<?xml version="1.0" encoding="UTF-8"?>
<TextureAtlas imagePath="hero.png">
  <SubTexture name="idle0000" x="0" y="0" width="32" height="32"/>
  <SubTexture name="idle0001" x="32" y="0" width="32" height="32"/>
  <SubTexture name="idle0002" x="64" y="0" width="32" height="32"/>
</TextureAtlas>
Cheat sheet
SettingFNF & Sparrow value
FormatSparrow TextureAtlas (.xml)
Frame namingprefix + four digit index
Animation lookupThe prefix is the animation name
Trim dataframeX / frameY / frameWidth / frameHeight
Also works withStarling, Adobe Animate, Flixel
Built for the workflow

You name the animation

Set the prefix at export time so the frames come out as idle0000 or singLEFT0000 without a rename pass.

Trim offsets preserved

Sparrow describes a trimmed frame as a negative offset into its original box. The export writes those, so poses stay aligned.

Read existing sheets

The splitter reads atlas files too, so you can pull an existing character sheet apart, edit it, and export a fresh XML.

Recolour variants

Hue and saturation controls make an alt-colour version of a character without touching every frame by hand.

FNF & Sparrow FAQ

Want the long version? Read the engine import guide, or see every export format.

Other engines

Export for FNF & Sparrow

Pack your frames in the browser. What you walk away with: Sparrow TextureAtlas (.xml), ready for FNF & Sparrow.