How to diagnose reversed or scrambled sprite frames after export
By Allen Zhao for MotifDeck. Prepared with AI assistance.
When a character animation plays backwards or jumps between poses after import, check the frame order before redrawing the artwork.
1. Record the intended sequence
In the source editor, note the selected frames in the order they should play. Keep intentional repeated frames and a reverse leg: a list of unique images would lose that information. Record frame durations too, since a hold can make a correct order feel unusual.
2. Inspect exported names
Compare the filenames with the intended sequence. Plain alphabetical sorting puts frame1.png, frame10.png, then frame2.png. Zero-padded names such as frame01.png, frame02.png and frame10.png sort in numeric order in that example. Do not rename your only copy; back it up and check project references first.
3. Check import and playback separately
Look at the engine’s imported frame list or atlas metadata before pressing play. If that list already differs from the exported sequence, check the importer’s ordering rules. If the list is correct but the animation runs backward, inspect playback direction and any ping-pong or reverse setting. Tool conventions vary, so consult the relevant engine documentation.
4. Recheck the loop seam
Play the sequence slowly and at game speed. Compare the last frame with the first and watch for an unintended duplicate endpoint. A deliberate hold at an endpoint is valid; distinguish a chosen hold from one introduced by export or playback.
MotifDeck is an AI game-art workspace I work on. It lets users review frames and choose their order after generating motion; this diagnostic applies to frame-based workflows generally and does not claim a specific engine integration.
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