Reframe Guide

Why Reframe?

When you animate a character, the AI model treats the whole image as the stage. If your character fills the frame, there’s no room to move — attacks get clipped, jumps have no headroom, and run cycles feel cramped. Reframing places your character on a larger canvas before you animate, giving the model space to produce full motion.

Demon

Tight frame
Demon tight frame
Demon cramped animation10 frames
Reframed
Demon reframed
Demon spacious animation10 frames

Cactus

Tight frame
Cactus tight frame
Cactus cramped animation8 frames
Reframed
Cactus reframed
Cactus spacious animation8 frames

When to Reframe

You don’t need to reframe every animation. It matters most when the character needs to move beyond its resting bounds.

Reframe recommended
  • Attacks, slashes, spells — room to swing and follow through
  • Jumps, dashes — vertical or horizontal space for the motion
Usually fine without
  • Running or walking — the character stays in frame well on its own
  • Idle breathing, blinking — subtle in-place motion
  • Images that already have padding around the character
  • Small contained motions (head-turn, tail-wag)

How to Use It

The Reframe tab is free and instant — no credits, no cloud jobs. Everything runs in your browser.

  1. Select a PNG from your library or drag-and-drop one onto the panel.
  2. Set Canvas Scale — controls how much larger the output canvas is relative to your image’s longest side. 1.0x = image fits exactly (padded to a square). 1.5x is a good default for most animations.
  3. Choose Fill Method Solid Color fills with a single color (auto-sampled from the image edge, or pick your own); Edge Extend stretches the edges outward; Transparent leaves the added space empty.
  4. Position your character with the anchor grid, or drag the image directly in the preview to place it exactly where you want.
  5. Save to Library — saves as a brand new PNG. Your original is never modified, so you can always go back. Use the reframed version as input in the Animate tab.

Size Limit

The maximum output size for pixel art is 256 × 256 px. If your source image and canvas scale would exceed that, lower the scale or start with a smaller source image. Non-pixel-art images have a higher limit of 1536px.

Tips

  • Match space to action — anchor to the bottom for jumps, to the opposite side for attacks.
  • Don’t over-scale — 1.3x–1.8x works well. If the character is too small relative to the canvas, the model may struggle to animate it.
  • Iterate — it’s free and every save creates a new image. Try a few variations and test each in the Animate tab.

Next Steps

Once reframed, head to the Animate tab and select the reframed image. See the Animate Guide for tips on prompting, frame counts, and starting poses.