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Flipbook Maker

Module: Art · Category: VFX · Tool ID: FlipbookMaker

A four-mode sprite-sheet builder. Assembles flipbook textures from any of: a folder of image frames on disk, a SkeletalMesh captured frame-by-frame in the level, a video file or EXR/PNG sequence, or a hand-picked set of Content Browser textures. Output is a single sprite sheet texture with live preview, animated playback, and one-click PNG or UAsset export.

Screenshot 01 — Hero shot — Tool open with a SkeletalCapture run completed, sprite sheet preview visible on the right, animated playback running.


  • Building VFX flipbook textures (smoke, fire, explosions) from offline-rendered frame sequences
  • Capturing a character’s animation cycle as a sprite sheet for billboard impostors or 2D fallbacks
  • Converting a video reference into a frame-flippable texture
  • Assembling hand-picked Content Browser textures into a sheet for use in particle systems or UI
  • Don’t use this for live runtime sprite sheets — it’s an authoring tool that produces a static texture
  • Don’t expect this to render Niagara directly — for that, use real-time capture in your particle system

  1. Open the EQLabs Hub and search for Flipbook (or browse to Art → VFX)
  2. Click the tool card
  3. Pick a mode from the mode switcher at the top of the panel

Import a folder of pre-rendered frame images.

FieldWhat it does
Image FolderFolder containing the frame images (loaded in alphabetical order)
BrowsePicks the folder via OS dialog

Capture frames from an animated SkeletalMesh in the level.

FieldWhat it doesDefault
SkeletalMeshMesh to capture(empty)
AnimSequenceAnimation to play during capture(empty)
Frame CountHow many frames to capture16
Capture ResolutionPer-frame resolution before tiling512
View AngleFront / Back / Left / Right / Top / Bottom / 3/4 PerspectiveFront
Capture FOVCamera FOV (degrees)45
Background ModeTransparent / Solid Color / Level/SceneTransparent
Lighting PresetStudio 3-Point / Outdoor Sun / Dramatic Rim / Flat AmbientStudio 3-Point
Capture Background ColorUsed when Background Mode = Solid Color(transparent black)

The capture spawns a temporary actor + lighting rig per the chosen preset, runs the animation, captures each frame at the chosen view angle, then tiles them.

Extract frames from a video file or EXR/PNG sequence on disk.

FieldWhat it doesDefault
Video FilePath to the source video / sequence(empty)
Extract FramesHow many frames to sample16
Start / End TimeTime range (seconds, normalized)0.0 / 1.0

Pick textures from the Content Browser, reorder them, and assemble.

ActionWhat it does
Add from Content BrowserAdds the currently-selected Content Browser textures to the frame list
Remove SelectedRemoves selected rows
Move Up / DownReorder frames

These apply across all four modes:

FieldWhat it doesDefault
Output ResolutionPer-frame size in the final sheet256
ColumnsNumber of columns in the sheet grid4
Max FramesCap on total frames (rows × columns)64
Background ColorSheet background fill(transparent)

Screenshot 02 — Animation preview — Tool with a sprite sheet generated, animation preview playing at 15 FPS, scrubber visible.


The mode switcher at the top routes the rest of the panel to the right input controls.

Step 2 — Configure the mode-specific inputs

Section titled “Step 2 — Configure the mode-specific inputs”

Each mode has its own block (see “The four modes” above).

Step 3 — Set the shared output (resolution, columns, background)

Section titled “Step 3 — Set the shared output (resolution, columns, background)”

The defaults work for most VFX uses (256 × 256 per frame, 4 × 4 grid = 16 frames).

Click Generate. The sprite sheet preview populates. Use the animation preview controls (Play / Pause / FPS / scrubber) to verify timing.

ActionOutput
Export PNGSprite sheet as .png to disk
Export AssetSprite sheet as a UTexture2D UAsset in the Content Browser
Export ManifestPlain-text frame manifest (frame paths, ordering)

Per-mode settings persist via the standard EQLabs settings system to [Project]/Saved/EQLabs/Settings/FlipbookMaker.json.


  • Live preview — sprite sheet visible in the panel, with Play/Pause/FPS animated playback
  • PNG file — via Export PNG
  • UTexture2D asset — via Export Asset (saved to Content Browser at the configured asset path)
  • Frame manifest — via Export Manifest (text file listing frame ordering)

  • Image Sequence mode loads in alphabetical order — name your frames with zero-padded indices (frame_001, frame_002) to ensure correct ordering
  • Skeletal Capture’s “Transparent” background mode hides the level — the temporary capture actor is rendered against an empty scene with the chosen lighting preset
  • Frame count × resolution can spike memory64 frames × 1024px is a 256MB allocation. Stay reasonable.
  • The 3/4 Perspective view angle is usually the most useful for character flipbooks — Front and Back are flat
  • Video Sequence mode extracts at evenly-spaced times — for non-linear extraction, pre-export your video to a frame sequence and use Image Sequence mode instead
  • Particle Sheet Generator was absorbed into this tool (P19) — Content Browser Textures mode replaces the standalone tool


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