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. For animations driven by up to three keyframes (including a middle frame), use animateSpriteKeyframes instead. The job result is a single sprite result directly (spritesheet URL, frame layout, and optionally a GIF or individual frame URLs when requested) with no separate polling step. The chosen model must support sprite animation and the duration must be valid for it; incompatible model/duration combinations return HTTP 400. Credits are charged only on success, based on the produced duration and never more than the duration you requested. For best results, call generatePose first to put the character into the desired pose, then animate it here; use listAnimationPresets to discover named presets, and prefer transferMotion when you already have a reference video or preset to copy motion from rather than describing it in text. Pass an optional request_id to tag the result so you can locate it later via `GET /assets/sprites/results`. Requires an API key (user scope). Returns 202 with a job id immediately; poll `getApiJob` (pass `wait: 30`) until status is succeeded, then read its `result` field, which is exactly the response documented for this operation. Each account may have up to 50 generations queued or running at once; beyond that submissions return 429 (PENDING_JOBS_LIMIT) - wait for jobs to finish.
Credits: cost varies by model and duration (credits/sec): Blitz 1.9/s (min 4), Eagle 2.6/s (min 4), Eagle with Audio 3.1/s (min 4), Forge 1.5/s (min 4), Forge Pixel 1.5/s (min 4); see this endpoint's full pricing table in the API docs.
Connector