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5x · Animals and creatures
Skills
- Take any Aseprite request end to end
- Plan a sprite before drawing it
- Design it first — concept sheet and storyboard
- Create a sprite document
- Choose, build and repair a palette
- Draw a sprite
- Shade a sprite
- Rig a character for animation
- Animate a cycle
- Build a tileset
- Review a sprite before calling it done
- Fix or iterate on existing art
- Export game-ready assets
- Submit a finished sprite to the community gallery
Rule
rules://05-animation Animation
On this page
Timing is the performance
#Frame durations carry more of the life in a cycle than the drawings do. Uniform timing reads mechanical no matter how good the poses are.
Rules of thumb, at 60fps-equivalent thinking but expressed in milliseconds:
| Cycle | Frames | Typical timing |
|---|---|---|
| Idle (breathing) | 2–4 | 200–400ms each, slow |
| Walk | 4–8 | 100–150ms; hold contact poses longer |
| Run | 6–8 | 60–100ms |
| Attack | 3–6 | Fast on the strike (40–60ms), long on the hold (150–250ms) |
Set a whole cycle at once: frame op set_duration with a durations array.
Key poses first
#Draw the extremes, then the in-betweens. Never animate by nudging pixels frame to frame — drift accumulates and by frame six the character is a different size.
A walk cycle's canonical poses:
- Contact — front foot lands, back foot pushing off. Widest stance.
- Down — weight over the front leg, body at its lowest.
- Pass — legs together, body at its highest. This is the frame people forget, and its absence is why a walk looks like sliding.
- Up — pushing off, rising.
Then mirror all four for the other leg: 8 frames. A 4-frame walk uses contact and pass for each leg.
The principles that survive at 16 pixels
#- Anticipation — a small movement opposite to the action before it. One frame of crouch before a jump. Skipping it makes everything feel weightless.
- Follow-through — hair, cloak and weapon keep moving after the body stops.
- Squash and stretch — sparingly, and only where a material would deform.
- Arcs — a hand travels along a curve, never a straight line.
- Overlap — parts do not all start and stop together.
Easing does not exist frame-by-frame; you get it from spacing. Poses close together = slow; far apart = fast. That is the whole trick.
Working method
#rigthe character onto separate layers first (seerules://06-layers-and-rigging).- Block in the key poses on their own frames. Look at them as a filmstrip.
- Add in-betweens only once the keys read.
- Set timing.
- Tag the cycle. Untagged frames are unusable by a game engine.
- Review with
lookopfilmstrip— a vision model reads only the first frame of a GIF, so a filmstrip is the only way to actually see the motion.
Cross-frame checks
#- Does the character stay the same height? (Except deliberate squash.)
- Do limbs keep the same thickness?
- Does the light stay in the same place?
- Does the cycle loop — is frame N a plausible predecessor of frame 1?
Tooling notes
#look op onion composites a frame over its ghosted neighbours, for judging
spacing and in-betweens without stepping through frames one at a time. cel
ops tween and oscillate fill in in-between cels for secondary motion (a
bob, a breath, a float) — but on small amplitudes their rounding to whole
pixels can stutter, so hand-key the primary motion and save them for motion
nobody is meant to consciously notice.