Animation
Frame-based animation editor for creating sprite animations with timeline, playback, and onion skinning.
Overview
The animation editor lets you create frame-by-frame sprite animations. Each frame is a separate canvas state that plays in sequence to create movement.
Timeline
The timeline sits below the canvas and displays all frames as thumbnails.
Frame Operations
- Add frame — click + in the timeline or press
Ctrl+Shift+A - Delete frame — select a frame and click the trash icon
- Duplicate frame — select a frame and click the copy icon
- Reorder frames — drag and drop frames in the timeline
Frame Thumbnails
Each frame shows a small preview thumbnail in the timeline, making it easy to identify and organize your animation sequence.
Playback Controls
| Button | Action |
|---|---|
| Play | Start animation playback |
| Pause | Pause at current frame |
| Stop | Stop and return to first frame |
Loop Mode
Toggle loop mode to make the animation repeat continuously when playing. When loop is off, playback stops after the last frame.
FPS Control
Set frames per second from 1 to 60 using the FPS slider or input field. Higher FPS creates smoother but faster animations.
Per-Frame Duration
Override the global FPS for individual frames. Set a longer duration on key frames to create hold effects, or shorter durations for quick transitions.
Onion Skinning
Enable onion skinning to see ghost frames overlaid on the current frame. This helps you maintain consistency between frames.
How It Works
- Shows previous and/or next frames as semi-transparent overlays
- Adjustable opacity for ghost frames
- Toggle on/off from the timeline toolbar
Export Animation
Export your animation in multiple formats:
Sprite Sheet
Exports all frames arranged in a horizontal strip or grid layout.
- Choose rows and columns for grid layout
- Set scale (1x, 2x, 4x, 8x)
- Transparent or custom background
GIF
Exports as an animated GIF with:
- Configurable FPS
- Automatic palette optimization
- Transparent background support
See Export for all export options.
Tips
- Start with key poses (idle, contact, passing) and fill in between
- Use onion skinning to keep motion smooth
- Keep frame counts power-of-two friendly for game engine compatibility
- Set longer durations on impact frames for emphasis
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