Spritesheet Preview
Play back a spritesheet before you ship it
- spritesheet
A spritesheet is a static image - a grid of frames tiled into one file - which makes it genuinely hard to eyeball whether the animation it encodes actually plays smoothly until you've exported it into a game engine or a separate tool. Spritesheet Preview closes that gap: tell it the grid layout of an existing spritesheet and it plays it back as animation, right in the node, before you commit to using it anywhere.
How it works
You give it a spritesheet image plus the geometry that defines how it's laid out - how many columns, how many total frames - and it reconstructs the animation by stepping through the grid at your chosen playback speed and display size. This pack also ships a Spritesheet Builder node (not covered here) that assembles a spritesheet from individual frames in the first place; the natural workflow is build, then check it here before you export or save it anywhere permanent.
The inputs and outputs that matter
spritesheet(IMAGE, required) - the tiled sheet you're previewing.columns(INT, default7, 1–100) - how many frames sit in each row of the grid. Get this wrong and the playback will read frames from the wrong tile boundaries, producing a garbled or skewed animation.total_frames(INT, default44, 1–10000) - the actual frame count, since the sheet's grid may include unused/blank cells beyond the real frame count.fps(INT, default12, 1–60) - playback speed.scale(INT, default2, 1–8) - how large to render the preview; sprite frames are often small, so this just makes them easier to actually look at.
There are no outputs - purely a viewing node, and it's flagged as an output node so it always runs when it's in the graph.
How to install it
ComfyUI Manager: search "Link Comfy Nodes," install, restart. Or manually:
cd ComfyUI/custom_nodes
git clone https://github.com/Mister-Link/link-comfy-nodes
pip install -r link-comfy-nodes/requirements.txt
Restart ComfyUI when finished.
Common issues & troubleshooting
Playback looks scrambled or tears mid-frame. This is almost always columns not matching the sheet's actual layout - if the sheet was built with a different column count than what you type here, the node will slice frame boundaries in the wrong places. Match this to whatever built the sheet (Spritesheet Builder's own column setting, if that's what you used).
Animation stutters or cuts off early. Check total_frames against how many frames the sheet actually contains - if the sheet has trailing blank cells and total_frames includes them, you'll see a pause or blank flash at the loop point; if it's set lower than the real count, the tail of your animation just won't play.
Preview too small to judge detail. Bump scale up - sprite art is usually authored small on purpose, and at the default preview size subtle animation issues (a limb popping, an off-model frame) are easy to miss. It's a display-only setting, so there's no downside to cranking it up while you're checking work.
Inputs (5)
| Name | Type | Default | Description |
|---|---|---|---|
| spritesheet | IMAGE | — | |
| columns | INT | 71–100 | — |
| total_frames | INT | 441–10000 | — |
| fps | INT | 121–60 | — |
| scale | INT | 21–8 | — |
Outputs (0)
No outputs