# Animated Sprites

{% embed url="<https://youtu.be/rAJQm8m0FAw>" %}

## Enable Animated Sprites

You can enable animated sprites through Feel Speak's [Settings](/feel-speak/editors/settings.md). The option is under 'Sprites'. This will make the sprite animation fields available in the [Object Manager](/feel-speak/editors/object-manager.md).

## Working With Animation Fields

<figure><img src="/files/ssRQ3YN4jCQnrRzxSJWr" alt="" width="327"><figcaption></figcaption></figure>

You can set sprite animations for each character and their emotions through the Object Manager's [Object Manager](/feel-speak/editors/object-manager.md#characters) section. The 'Idle Sprite Animation' is used when character is not actively speaking. The 'Speaking Sprite Animation' is used when the character is speaking.

### Notes

* The animation is based on the order of the sprites in the **Sprites** list.
* **Speed** at 1 means each sprite will be displayed once per second. So if there are 10 sprites, speed at 2 will display each sprite twice per second (20 FPS).
* The **FPS** label simply refers to the number of sprites displayed per second.
* The animation preview doesn’t use the exact same code as the game, so it may be **slightly** off. However, it's accurate enough to trust.
* If the sprites list is empty, the static sprite will be used instead, and no animation preview will be displayed.
* Animated sprites are prioritized over static sprites.
* It's okay to reuse the same image consecutively to set larger delays inside the animation itself.

### Recommendation

You can mix animated sprites for some characters and static sprites for others. For a consistent visual style, it’s best to choose one approach for all characters—but ultimately it’s up to your project’s needs.


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