This probably isn’t the best way to do it without python, but the way i make sprites without python is by making several planes and putting each sprite of animation on each one. Once I have all of them textured and joined into one object, I spread them out on the Y axis, so they are all back to back about 1 or 2 blender units apart. Then I create an armature and go into edit mode and place one armature on each sprite facing straight up. Then i parent the planes to the armature and name each bone according to the frame of animation (Frame_1, Frame_2, etc.). Then I animate the armature so that only one sprite is showing at a time. So if “Frame_1” is showing, then i scale all of the other bones to 0. Then I do the same for “Frame_2” and so on with the next keyframe, until all of the sprites are animated. Then I go into the key tab in the action editor and set “Interpolation Mode” to “Constant.” Then you can easily hook that animation up with logic bricks to play and loop (if its a run animation). If you want to speed up or slow down the animation, all you have to do is go into the action editor and scale all of the keyframes from the first frame. I hope this helps, and I would love to hear about everybody else’s way of achieving this effect without python.
I’ve attached an example with Guybrush Threepwood as a special guest
To see the animation just push alt+A
I’ve hidden the armature so you will have to push alt+H to see it
Sprite_no_Python.blend (705 KB)