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.
- Export with import & export when it looks right.