Back to Node List

SpriteSheet To Aseprite

spritesheet_to_aseprite

Wraps a SpriteSheet as a flat one-layer multi-frame Aseprite document.

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

Input Ports

NameTypeDescription
スプライトシート
spritesheet
SpriteSheet
Required
Aseprite の複数フレームへ変換したい SpriteSheet です。

Output Ports

NameTypeDescription
Aseprite
ase
AsepriteFile
1 レイヤー多フレームの flat な Aseprite document です。
フレーム数
frame_count
Int
SpriteSheet から変換したフレーム数です。
基準FPS
fps
Int
整数ミリ秒へ丸める前の、指定または入力元の基準 FPS です。
フレーム時間
frame_duration_ms
Int
各フレームへ保存される丸め後の表示時間(ミリ秒)です。
実効FPS
effective_fps
Float
丸め後のフレーム時間から求めた実際の FPS です。
概要
summary
Text
変換後 document の短い概要です。

Parameters

NameTypeDefaultRangeDescription / Options
レイヤー名
layer_name
Text
Layer 1

生成するアニメーションレイヤーの名前です。

FPS上書き
fps_override
Int
00–240

0 の時は SpriteSheet 側の FPS を使い、1 以上なら上書きします。

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 counterpart
  • aseprite_export — saves the document downstream; usually used together
  • animation_render / fx_bake_spritesheet — supply sheets

Read this first

  • This node also does not restore the original Aseprite layer structure.
  • It wraps a SpriteSheet in 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 AnimationRender or FxBakeSpriteSheet into Aseprite
  • To save a multi-frame image as an Aseprite timeline
  • To open an animation checked with SpriteSheetPlayback in Aseprite as well

Example

  • layer_name = Run
  • fps_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.
Back to Node List
SpriteSheet To Aseprite — PixPipeline Node Reference