Spritehandler is a set of tools for using and generating sprite sheets within Blender. It uses a node group to manipulate UV coordinates, sequencing sprite sheets that are loaded through image texture nodes. This opens up possibilities for rendering sprites, flipbooks, billboards, particles, and material variations, with the functionality wrapped in operators.
For creation, Spritehandler packs sprites from on-disk images or automatically from render output, and lets you adjust the scale of the generated sheets. Pairing the node group with particle systems supports both static and animated particles, while driving the index function with object data or randomization produces material variation across instances. It can also convert atlas maps to mesh objects based on their grid layout and alpha channels, and it is render farm and distributed rendering compatible.
Creating a sprite plane through the operator sets up a time node, removing the need to keyframe playback. Playback control covers start delay, speed, index offset, a total offset for uneven sheets, and loop limits. Note that in Eevee, spritesheet indexing can occasionally show the wrong frame due to a Blender limitation, though this does not affect creating spritesheets.