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- If the sheet's filename has a $ at the start ("big character"), it will be only 1 character block.
Each character block should have 4 rows (directions: down, left, right, up) and 3 columns (animation frames) for a total of 12 equally-sized frames.E.g. if your character is 48 x 70 px, then:
If one frame is 96 pixels high, all frames are 96 pixels high.
For a full sprite, the software simply cut up the piece virtually in 12 (wide) × 8 (high) pieces. The software will not understand it when one frame is 96 pixels high, while the next frame is 108, while on the same sprite.
This means, your grid should be as large as your largest frame.
However... Al this time, I am assuming you are talking about WALKING sprites. If you are talking about battle sprites, the number are different (I don't know from the top of my head... Might be 9 × 6? Maybe 12 × 6? Just count the frames in any other SV battler that does work) but the principle stays the same. All frames should be the same size when on the same sprite.
Or maybe you are talking about face sprites? In this case, each frams is 144 × 144, and there is always 4 on a row, 2 rows high. To change that, you need plugins.*
(That last remark about the faces might not be true for MZ... But, as far as I know, faces still work the same as they did in MV.)