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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://06-layers-and-rigging Layers and rigging
On this page
Split before you animate, not after
#Pixels baked into one layer cannot be animated without redrawing them. Separating a finished sprite into limbs later is more work than building it separated. If the sprite will ever move, rig it first.
The standard character rig
#Bottom to top in the layer stack, so nearer parts draw over farther ones:
arm-near ← the arm on the camera side
leg-near
head
torso
arm-far ← partly hidden by the torso; this is what sells depth
leg-far
shadow ← ground contact, if the style has oneAdd weapon, cape, hair-back and hair-front as the design needs. Keep the
names stable — every later tool call refers to them by name.
Build the whole rig in one layer call with a batch array; that is one undo
step for the user and one round trip for you.
Groups
#Group related layers (arms, legs) once the count passes about eight. Groups
hold no pixels themselves — target their children when drawing.
Cels
#A cel is one layer's image on one frame. Cels are only as big as their
content, which is why moving a limb between frames is cel op move (cheap,
lossless) rather than redrawing it.
Linked cels share one image across several frames: edit once, every linked frame updates. Use them for parts that genuinely do not move in a cycle — a static torso under moving arms. Do not link something you will later want to differ; unlinking after the fact loses the shared history.
Non-destructive habits
#- Keep a
referencelayer locked and semi-transparent while tracing; delete it before export. - Keep sketch/blockout on its own layer until the clean pass is done.
- Never merge layers to "simplify" unless the user asked. The layer split is the sprite's editability.
- Hide layers rather than deleting them when trying an alternative.