Animation

Frames, tags, onion skinning, and testing — everything about motion in one page.

Frames

Each frame is a full image. Duplicate a frame, move pixels slightly, and play back to see motion. Keep frame count low for game sprites (4–8 for walk cycles).

Tags

Tags name frame ranges: idle, walk, attack. Engines read tags on export to split the spritesheet automatically.

Onion skinning

See previous/next frames ghosted over the current one. Use it to keep volumes consistent between frames.

Testing animations

Preview at real size and speed before exporting. If it reads well at 1x, it will read well in-game.