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.

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.
Getting the sheet into FNF & Sparrow
- 1
Arrange one animation per sheet
Keep frames in playback order. One sheet per animation is the cleanest mapping to the prefix naming.
- 2
Export the PNG
Export the sheet image first. The XML references it by file name, so both files share a stem.
- 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
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
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.
<?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>| Setting | FNF & Sparrow value |
|---|---|
| Format | Sparrow TextureAtlas (.xml) |
| Frame naming | prefix + four digit index |
| Animation lookup | The prefix is the animation name |
| Trim data | frameX / frameY / frameWidth / frameHeight |
| Also works with | Starling, Adobe Animate, Flixel |
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.
Want the long version? Read the engine import guide, or see every export format.
Export for FNF & Sparrow
Pack your frames in the browser. What you walk away with: Sparrow TextureAtlas (.xml), ready for FNF & Sparrow.