Timing profiles
Choose anticipation, impact, decay, loop, and hold behavior.
Target workflow: Generate looping and one-shot fire, magic, explosions, hits, dust, weather, and environmental effects. The current Labs version returns one concept image for visual exploration—not separated production assets or engine metadata.
This is a one-image concept preview. Sign in only when you generate; the exact credit cost is visible before the run.
Use this to test visual direction. Frame separation, tile rules, UI states, layers, and engine metadata are not included here.
Add a reference or start from the prepared brief. This preview is one image, not a separated production package.
Choose anticipation, impact, decay, loop, and hold behavior.
Effects remain readable without hiding characters or hit areas.
Preview speed and export sheets, frames, GIF, or APNG.
Name the source, motion, color, power, duration, and gameplay purpose.
Choose frame count, playback speed, loop behavior, and canvas size.
Test over light and dark scenes before exporting.
Labs returns one effect concept. When you already have a sheet, the free sprite sheet slicer splits frames and exports Godot or Unity packages.
Yes. Assets you generate can be used in commercial game projects under your LlamaGen plan terms. Keep your project files and export records for your production archive.
It returns one concept image for evaluating visual direction. It does not yet guarantee separated frames, tiles, layers, component states, or engine metadata.
PixelBox Character Studio supports a 4-direction Idle, Walk, and Attack workflow with clip review, playable validation, portable PNG and JSON, plus generated Godot 4 and Unity import files.