Hitbox and Hurtbox Animator for Sprites

Draw collision layers on every sprite frame, preview them with onion skins, edit exact pixel coordinates, and export engine neutral JSON without uploading artwork.

Load the current animation, confirm its frame cuts, then draw the regions that attack, receive damage, block movement, grab, or sense. The filmstrip shows where every layer exists.

Local animation desk. Artwork is not uploaded.
Bring artwork to the light table

Choose one uniform sprite sheet or several ordered PNG and WebP frames. Numbered file names are sorted naturally.

Frame slicing
Motion preview
Animation light table

Load sprite artwork to reveal the frame and start drawing collision layers.

Collision filmstrip
Take the animation plan with you

The JSON stores image names, frame cuts, pivots, and collision geometry. It does not embed the image pixels.

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Frequently Asked Questions

What is the difference between a hitbox and a hurtbox?

A hitbox usually marks an attacking region, while a hurtbox marks a region that can receive that attack. Pushboxes can keep characters apart, grabboxes can define throw reach, and sensors can represent detection areas. Your engine and game rules decide the final behavior.

Do my sprite files leave the browser?

No. Images are decoded, sliced, drawn, and exported in your browser. The tool stores only editor preferences such as playback speed and onion skin visibility. Save the JSON file yourself if you want to keep the project.

Which coordinate system does the JSON export use?

Every frame uses pixels measured from its top left corner. Rectangle and circle bounds store nonnegative x, y, width, and height values. Each frame also stores its own pivot in the same coordinate system.

Can I edit a sprite sheet and separate frame images?

Yes. Load one PNG or WebP and set its rows and columns for uniform slicing, or select several ordered images and the tool will use one image per frame. File names with numbers are sorted naturally before the sequence is created.

Does the export work directly in every game engine?

The JSON is intentionally engine neutral. It records frame rectangles, pivots, semantic layer names, and primitive shapes without claiming a universal engine mapping. Convert those values in your project while accounting for its origin, scale, and collider conventions.

Bibliographic References