AnimatedSprite
To import animations via the Import Dock:
- Create an
AnimatedSprite2D
orAnimatedSprite3D
node and select it in your scene. - With the node selected, look for the "Aseprite" section in the bottom part of the Inspector dock.
- Fill up the fields and click import.
Options
Field | Description |
---|---|
Aseprite File: | (*.aseprite or *.ase) source file. |
Layers | |
Layer: | Aseprite layer(s) to be used in the animation. By default, all layers are included. |
Exclude pattern: | Do not export layers that match the pattern defined. i.e _draft$ excludes all layers ending with _draft . Uses Godot's Regex implementation |
Only visible layers | If selected, it only includes in the image file the layers visible in Aseprite. If not selected, all layers are exported, regardless of visibility. |
Slices | |
Slice | Aseprite Slice to be used in the animation. By default, the whole file is used. |
Animation | |
Round FPS | Rounds Animation FPS to next integer. Default: true |
Output | |
Embed Texture: | Embed sprite sheet texture in the scene, instead of generating an external file. Default: enabled |
Output folder: | (When Embed Texture is off) Folder to save the sprite sheet (png) file. Default: same as scene |
Output file name | (When Embed Texture is off) Output file name for the sprite sheet. In case the Layer option is used with a single layer, this is used as the file prefix (e.g prefix_layer_name.res). If not set, the source file basename is used. |
Notes
- A
SpriteFrames
resource will be generated and assigned to the AnimatedSprite. This resource is embedded in the scene and the spritesheet can be either embedded (Embed Texture option enabled) or a file will be created in the output folder. - As opposed to the
AnimationPlayer
flow, a newSpriteFrames
resource is generated on every import. This means any manual change will be lost after re-import.