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post
/assets/sprite/animate
Animate a static sprite into a spritesheet driven by a motion text prompt (image-to-spritesheet): supply an initial_image (URL or base64) plus a motion_prompt like "walking" or "attack slash", and optionally a final_image to interpolate between a start and end frame. Describe the motion exactly and unambiguously, but do not over-describe it: an action the model already knows is one phrase, not a sequence of steps, and the character, art style, background and camera come from the image, not the prompt. For animations driven by up to three keyframes (including a middle frame), use animateSpriteKeyframes instead. The job result is a single sprite result: `spritesheet_url` (the sheet image), `video_url` (an mp4 of the animation - pass it as `video` to transferMotion or as `spritesheet_video_url` to createSpriteAudio; editSpritesheet takes `spritesheet_url`), `num_frames`/`num_cols`/`num_rows` (the grid layout), and, when requested, `gif_url`, `individual_frame_urls` and `spritesheet_with_background_url`. The hydra and hydra-plus models also return `audio_url`, a sound effect for the animation - there is no need to call createSpriteAudio afterwards; forge and forge-pixel produce no audio. The chosen model must support sprite animation and the duration must be valid for it; incompatible model/duration combinations return HTTP 400. Credits are held for the duration you requested when the job is accepted; the final charge is rate × seconds of video generated (legacy models keep their minimum charge), never more than for the duration you requested, and the difference (or everything, if the job fails or is cancelled) is refunded. The returned sheet is then trimmed to its best loop and can run slightly shorter than the video; that trim is not deducted. Choosing a tool: animateSprite (this one) when you can describe the motion in text; transferMotion when you want an exact motion copied from a reference video or one of the named presets from listAnimationPresets (e.g. a standard walk or attack cycle); generatePose first when the source image is not yet in the pose the animation should start from. Omit `model` to run on hydra (the default) - see the `model` field for the per-model rates. Pass an optional request_id to tag the result so you can locate it later via listGenerations (type spritesheet). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
post
/assets/sprite/animate-keyframes
Animate a sprite through up to three fixed keyframes - initial_image, middle_image and final_image (each a URL or base64) - producing a spritesheet that interpolates through the provided frames in order. initial_image is required: the animation starts from it, and middle_image and final_image add keyframes after it (either may be omitted). The motion_prompt is optional here - when omitted, the motion is derived purely from the keyframes. Runs on hydra (default; also returns `audio_url`), hydra-plus (hydra with finer detail, also returns `audio_url`), forge, or forge-pixel for pixel-art sprites - the models that support a middle keyframe; any other model returns HTTP 400. For just a start and end frame, animateSprite with `final_image` does the same job. The job result is the same sprite result as animateSprite (`spritesheet_url`, `video_url`, grid fields, optional GIF and frame URLs, `audio_url` on hydra and hydra-plus). Credits are held for the duration you requested when the job is accepted; the final charge is rate × seconds of video generated, never more than for the duration you requested, and the difference (or everything, if the job fails or is cancelled) is refunded. The returned sheet is then trimmed to its best loop and can run slightly shorter than the video; that trim is not deducted. Use animateSprite instead for the classic single-image + text-prompt animation. Pass an optional request_id to tag the result so you can locate it later via listGenerations (type spritesheet). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
post
/assets/sprite/pose
Re-pose an existing sprite into a new target pose while preserving the character, taking a source image (URL or base64), a pose name (or "Other" with a free-text description), and an optional n (1-4) for how many variations to produce. Only works with sprite image types (not icons, screenshots, etc.). The job result is an array of pose results, each containing the generated image url, the pose and description used, and a suggested motion_prompt tuned for that pose. Credits are held when the job is accepted and refunded if it fails or is cancelled; the charge scales with the number of images generated. This is typically the first step before animating: call generatePose to set the character's pose, then feed the result (and its suggested motion_prompt) into animateSprite for the best animation quality; use rotateSprite instead when you want to change the camera angle rather than the pose. Pass an optional request_id to tag the results so you can locate them later via listGenerations (type spritesheet). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
post
/assets/sprite/rotate
Re-render an existing sprite from a different camera viewpoint while keeping the same character and pose, taking a source image (URL or base64), a required camera_rotation azimuth (one of 0, 45, 90, 135, 180, -135, -90, -45 degrees), an optional camera_elevation (0, 30, or 60 degrees; omit to keep the current elevation), and an optional n (1-4) for the number of variations. Only works with sprite image types (not icons, screenshots, etc.). The job result is an array of rotate-sprite results, each with the generated image url and the camera_rotation and camera_elevation that were applied. Credits are held when the job is accepted and refunded if it fails or is cancelled; the charge scales with the number of images generated. Use this to produce alternate view angles of a character; use generatePose instead to change the character's pose rather than the camera, and animateSprite or transferMotion to bring a sprite to life. Pass an optional request_id to tag the results so you can retrieve them later via listGenerations (type spritesheet). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
post
/assets/sprite/transfer-motion
Transfer motion from a reference video or a named animation preset onto a static sprite image, producing an animated spritesheet that mimics the reference movement. Provide the sprite as image (URL or base64) plus either a video URL or a preset_id together with perspective and direction (all three from listAnimationPresets; if both video and preset_id are sent the video wins). The job result is the same sprite result as animateSprite: `spritesheet_url`, `video_url`, grid fields, optional GIF / frame / with-background URLs, and `audio_url` when the model is hydra. `duration` defaults to 1.5s where the chosen model offers it, otherwise to that model's shortest (hydra, the default, starts at 3s) - and a longer reference clip or preset is compressed to fit, so pass the preset's own `duration` (returned by listAnimationPresets) to keep its timing. It returns HTTP 400 if neither a video nor a complete preset_id/perspective/direction triple is supplied, if the named preset, perspective, or direction cannot be resolved, or if the model/duration combination is invalid. Credits are held for the duration you requested when the job is accepted; the final charge is rate × seconds of video generated (which follows the reference clip or preset; legacy models keep their minimum charge), never more than for the duration you requested, and the difference (or everything, if the job fails or is cancelled) is refunded. The returned sheet is then trimmed to its best loop and can run slightly shorter than the video; that trim is not deducted. Use this when you have an existing motion clip or preset to copy; prefer animateSprite to generate animation purely from a text prompt. Omit `model` to run on hydra (the default - most capable, and returns audio); pick forge for a cheaper run on simple motion, presets and matching poses; the `model` field lists rates. Pass an optional request_id to tag the result so you can retrieve it later via listGenerations (type spritesheet). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
get
/assets/sprite/animation-presets
post
/assets/sprite/edit
Edit a previously generated spritesheet: re-prompt its underlying animation (edit_mode "prompt"), extend the frame beyond its borders ("outpaint"), repair a bad loop ("fix_loop"), or re-render it with finer detail ("improve": the extra pass hydra-plus runs when it generates, on a spritesheet generated with hydra only - any other returns HTTP 400; a sheet generated on hydra-plus already has it). Pass the `spritesheet_url` you received from `animateSprite`, `animateSpriteKeyframes`, `transferMotion`, or an earlier edit - it must be a spritesheet you generated within the last 7 days; arbitrary external images are not accepted. Omit `duration`, `frames`, `frame_size`, `crop` and `model` to keep the source spritesheet's values. A `prompt` is required for edit_mode "prompt", optional for "outpaint", and not accepted for "fix_loop" or "improve"; optionally add up to 5 reference `images` (URL or base64) to guide the edit. The job result is the same result shape as animateSprite (spritesheet URL, frame layout, optional GIF or individual frames). Credits are held when the job is accepted; the final charge is rate × seconds of video generated, never more than was held, and the difference (or everything, if the job fails or is cancelled) is refunded. The returned sheet is then trimmed to its best loop and can run slightly shorter than the video; that trim is not deducted. Prompt edits are priced per model (credits/second × duration) and held for the duration you requested; "outpaint", "fix_loop" and "improve" run a lighter pipeline in which `model` is ignored and are billed at a flat 1 credit per second of output, held for and capped at the length of the source spritesheet's video (`duration` does not change their price). Outpaint decides the extra margin itself - there is no amount parameter. The result carries the same fields as animateSprite (`spritesheet_url`, `video_url`, grid fields); new audio is generated only by prompt edits on hydra: "fix_loop", "outpaint" and "improve" do not regenerate it, and their result carries the source spritesheet's `audio_url` when it had one. Pass an optional `request_id` to tag the result for later retrieval via listGenerations (type spritesheet). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
post
/assets/sprite/rotate-spritesheet
Re-render a previously generated sprite animation from a new view: the same motion and timing, seen from a different angle (e.g. a front-facing walk cycle turned into the same walk seen from the back). Pass the `spritesheet_url` you received from `animateSprite`, `animateSpriteKeyframes`, `transferMotion`, `editSpritesheet` or an earlier call - it must be a spritesheet you generated within the last 7 days; arbitrary external images are not accepted - and, as `image` (URL or base64), the character exactly as it must appear in the new view: it becomes the first frame of the animation. To produce that image, call rotateSprite on the animation's first frame (or any image of the character) and pick the view you want. An optional `final_image` fixes the last frame (it defaults to the first frame, for cyclic or returning animations), and an optional `prompt` steers the result: the character's facing in the new view ("its back to the camera"), where the action goes ("the kick goes to the left of the frame"), or anything else about the motion. Runs on hydra (default) or hydra-plus (finer detail). The job result is the same sprite result as animateSprite (`spritesheet_url`, `video_url`, grid fields, optional GIF and frame URLs). The animation covers the source's own length (up to 5 seconds; a longer source is sped up to fit), so omit `duration` unless you need to change that. Credits are held for that length when the job is accepted, or for 3 seconds when it is shorter (a new view is a new generation, and hydra generates at least 3 seconds); the final charge is the model's rate × seconds of video generated, never more than was held, and the difference (or everything, if the job fails or is cancelled) is refunded. Pass an optional request_id to tag the result for later retrieval via listGenerations (type spritesheet). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
post
/assets/sprite/adjust
Adjust Sprite Sheet: re-export a previously generated sprite animation with different sheet settings - frame count, frame size, loop trimming or whitespace cropping - without generating the animation again. Free (no credits). Pass the `spritesheet_url` you received from `animateSprite`, `animateSpriteKeyframes`, `transferMotion`, `editSpritesheet`, `rotateSpritesheet` or an earlier adjust - it must be a spritesheet you generated through the API within the last 7 days; arbitrary external images are not accepted. Omit a setting to keep the source's value. The animation itself is unchanged: this only re-cuts the same video into a new sheet, so use it to fix framing (for example an effect clipped by True Size: re-export with a fixed `frame_size` or 0), to change the frame count or size for your engine, to upscale it 1.5x (`frame_size` -1), to turn loop trimming on or off, or to pack it as ordinary art when its detected pixel grid is wrong for the asset (`use_pixel_grid` false). It cannot change the motion, margins or content - use editSpritesheet for that. The source is left as it is and the result is a new spritesheet with its own `spritesheet_url`. The job result is the same sprite result as animateSprite (`spritesheet_url`, `video_url`, grid fields, optional GIF and frame URLs, and the source's `audio_url` when it has one). Limited to 20 calls per 5 minutes, 120 an hour and 1000 a day. Pass an optional request_id to tag the result for later retrieval via listGenerations (type spritesheet). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
post
/assets/sprite/audio
Generate a sound effect for a previously generated spritesheet animation. Pass, as `spritesheet_video_url`, the `video_url` you received from `animateSprite`, `animateSpriteKeyframes`, `transferMotion`, or `editSpritesheet` - it must belong to a spritesheet you generated within the last 7 days; arbitrary external videos are not accepted. Spritesheets generated with the hydra model already come with `audio_url`, so only call this for forge / forge-pixel output or to replace hydra's sound. Optionally add a `prompt` describing the sound you want. The job result is only the URL of the generated audio file, an MP3 or WAV (the URL's extension, .mp3 or .wav, says which); no video is returned. The audio is also attached to the spritesheet, so it appears as `audio_url` in listGenerations (type spritesheet), where the spritesheet keeps the `request_id` it was generated with. Pass an optional `request_id` to make this call idempotent and to find its job again; it must not be one you already used for another generation. Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
get
/assets/sprite/directional-styles
post
/assets/sprite/directional-preview
Preview Directional Sprites: a few frames of a 3D model in a style, from each direction asked for, to check a style before rendering. Takes the same model, animation, camera and style fields as createDirectionalSprites. The response (synchronous, not a job) has one preview per direction, in the order asked, each with `frame_urls` - the frames as images (4 for an animated model, 1 for a still one) - and `render_3d`, the style and settings as rendered, which createDirectionalSprites takes back as they are. Free (no credits), and nothing is saved to your generations; the frame images are kept for 7 days. A preview takes several seconds. You run one preview at a time: starting another while one is still running cancels the older one, which then answers 204 with no body. Preview one or two directions while trying styles and render only once the look is right. Requires an API key (user scope).
post
/assets/sprite/directional
Directional Sprites: render a 3D model into one spritesheet per direction, in a style. Pass the GLB in `model` (URL or base64; rigged, to animate it - see create3DModel with rig, or rigModel) and at most one animation: `animation_url` (the `glb_url` of an animation from animate3DModel or animate3DModelPreset, made for this model), `preset_id` (a preset from listAnimationPresets, retargeted onto the model; any rig type can take one, though retargeting does not succeed on every model, and when it does not the call returns an error) or `model_animation` (the name of an animation the GLB itself carries). With no animation each sheet is a single frame. `directions` are where the camera stands around a character facing S (up to 8); every direction is rendered together, on the same frame size, scale and floor, so the sheets line up. Pick the style with listDirectionalSpriteStyles (style_id, and style_params for its settings) and check it with previewDirectionalSprites first. The job result is one sheet per direction, in the order asked, each with its `spritesheet_url`, grid fields, fps and `render_3d`. Credits are held for every direction when the job is accepted and charged for the sheets that come back; a failed or cancelled job is refunded. Pass an optional request_id to tag the sheets for later retrieval via listGenerations (type spritesheet). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
post
/assets/sprite/directional-stills
Directional Sprites stills: render a 3D model as it is (no animation) into one large image per direction, in a style, on a transparent background. Pass the GLB in `model` (URL or base64), the `directions` (up to 8, rendered together so they line up) and the style (listDirectionalSpriteStyles). Each still is a sprite image you can animate with animateSprite or edit with editImage. The job result is one image per direction, in the order asked. Credits are held for every direction when the job is accepted and charged for the images that come back; a failed or cancelled job is refunded. Pass an optional request_id to tag the images for later retrieval via listGenerations (type image). Requires an API key (user scope). The call returns 202 with a job id - poll getApiJob (pass wait 30 to long-poll) honouring poll_after_ms, until status is succeeded; its result field is exactly the response documented for this operation. Synchronous responses are deprecated but still supported: pass `async: false` to block until the result is ready and receive it as the response body. Synchronous calls run on the same queue: the response carries an X-Ludo-Job-Id header, and a job still running after 15 minutes comes back as 202 with the job instead of an error. Each account may have up to 50 generations queued or running at once via the API; a request beyond that returns 429 (code PENDING_JOBS_LIMIT).
get
/assets/sprites/results
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Changes to GET /assets/sprite/animation-presets
get
/assets/sprite/animation-presets
Apr 16, 2026
3384c835386d
Revision changes
info
endpoint added