Overview
Converts a sprite sheet into an Aseprite document with one layer and multiple
frames. It turns animations built in PixPipeline, such as outputs from
animation_render / fx_bake_spritesheet, into a form that opens as an Aseprite timeline.
Usage tips
- The go-to animation write-back chain is sheet generation →
spritesheet_to_aseprite →
aseprite_export. This supports checking and manual refinement in Aseprite. - Frame durations are inherited from the sheet's FPS and rounded to whole milliseconds for the Aseprite document.
Related nodes
image_to_aseprite— the still-image counterpartaseprite_export— saves the document downstream; usually used togetheranimation_render/fx_bake_spritesheet— supply sheets
Read this first
- This node also does not restore the original Aseprite layer structure.
- It wraps a
SpriteSheetin Aseprite as a sequence of frames on one layer. - Use it as the return path when an animation built in PixPipeline should open in Aseprite.
Basic workflow
FxBakeSpriteSheet
-> SpriteSheetToAseprite
-> AsepriteExport
This saves an FX sprite sheet built in PixPipeline directly as an Aseprite animation.
Example with image processing
KeyframeClip
-> ClipApplyImage
-> AnimationRender
-> SpriteSheetToAseprite
-> AsepriteExport
This makes an animation built in PixPipeline available for inspection in Aseprite.
When to use it
- To take the result of
AnimationRenderorFxBakeSpriteSheetinto Aseprite - To save a multi-frame image as an Aseprite timeline
- To open an animation checked with
SpriteSheetPlaybackin Aseprite as well
Example
layer_name = Runfps_override = 0
In this case:
- the frame count follows the SpriteSheet metadata,
- the FPS also uses the SpriteSheet value, and
- the result is an Aseprite document with one layer named
Run.
With fps_override = 8, the frame images stay the same and only the FPS is
overridden to 8.
The fps output remains the requested/source nominal value.
frame_duration_ms reports the integer duration actually stored for every
frame, and effective_fps reports 1000 / frame_duration_ms. For example,
24 FPS is stored as 42 ms and therefore runs at about 23.81 effective FPS.
Notes
- Multiple layers from the original Aseprite document are not restored.
- The output is saved as an animation with one layer.
- Invalid SpriteSheet metadata prevents correct frame separation.