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Aseprite Load

aseprite_load

Loads an .ase or .aseprite document from disk.

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Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Output Ports

NameTypeDescription
Aseprite
ase
AsepriteFile
読み込まれた Aseprite document です。
フレーム数
frame_count
Int
読み込まれた document の総フレーム数です。
レイヤー数
layer_count
Int
読み込まれた document の総レイヤー数です。
概要
summary
Text
読み込まれた document の短い概要です。
警告
warnings
Text
読み込み時に無視した未対応データの、言語非依存な警告コードです。

Parameters

NameTypeDefaultRangeDescription / Options
パス
path
FilePath

読み込む `.ase` / `.aseprite` ファイルのパスです。

Overview

Loads the supported structure from an Aseprite project file (.ase/.aseprite). Supported layers, frames, tags, and palette data are retained, making this the entry point for a workflow where you draw in Aseprite, then process and batch-produce in PixPipeline.

Usage tips

  • This node alone does not output an image (see "Read this first" below). Start by connecting ase_frame_select to turn one frame into an image.
  • The go-to extraction set is ase_layer_select for layers, ase_frame_select for frames, ase_palette for the palette, and ase_tags for tag information.
  • Extract the Aseprite palette with ase_palette and use it for PixPipeline processing (gradient_map / quantize) to keep the colors in sync with the source file.
  • For the reverse direction, PixPipeline → Aseprite, use aseprite_export or spritesheet_to_aseprite.

Read this first

  • AsepriteLoad does not load a single image.
  • Its output is not an Image, but an AsepriteFile containing layers, frames, tags, and a palette.
  • You will therefore normally connect:
    • AseLayerSelect
    • AseFrameSelect
    • AsePalette
    • AseTags to extract only the information you need.

Basic usage

AsepriteLoad
  -> AseLayerSelect
  -> AseFrameSelect
  -> Preview

This is the shortest way to try the complete flow:

  • load an .aseprite file
  • keep only the layer you want
  • turn only the frame you want into an Image

When to use it

  • To bring existing Aseprite artwork into PixPipeline
  • To extract and process individual layers
  • To extract images one frame at a time
  • To reuse an Aseprite palette or tag in the graph

Example

  • path = hero_walk.aseprite

Here, AsepriteLoad returns an AsepriteFile containing:

  • every frame
  • every layer
  • the palette
  • tags

From there, use:

  • AseFrameSelect
    • to turn one frame into an Image
  • AsePalette
    • to extract the palette
  • AseTags
    • to turn the tags into a List<Map>

Supported data and discarded data

  • It can load RGBA, Grayscale, and Indexed color modes. Normal and Group layers, tags, and palettes are preserved.
  • Cel x/y offsets and cel opacity are baked into the per-layer canvas images. A linked cel becomes a concrete image in every frame rather than remaining linked.
  • For Tilemap layers, only the layer information remains; tile contents are discarded. Detection adds a warning to warnings.
  • Slices are discarded, and detection adds a warning to warnings. User data is not preserved either.
  • Unknown blend modes are treated as normal, with a warning added to warnings.
  • warnings uses language-neutral stable codes such as unsupported_tilemap_layer, unsupported_slices, and unsupported_blend_mode(N).

Notes

  • When path is empty, the node returns an empty default document.
  • This node alone does not produce a single image.
  • If you only want to see the artwork first, the right call is to connect AseFrameSelect after it.

Related nodes

  • ase_frame_select / ase_layer_select / ase_palette / ase_tags — the extraction set
  • aseprite_export / image_to_aseprite / spritesheet_to_aseprite — export in the other direction
  • image_load — for an ordinary PNG when you do not need the layer structure
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Aseprite Load — PixPipeline Node Reference