Open lstep opened 7 years ago
Yes, that's how it's intended. Aseprite exports a sprite sheet (all frames in one texture file).
AnimatedSprite supports only animations with each frame in a separate file, so it can't be used.
Instead, a Sprite
and an AnimationPlayer is used. Each animation from Aseprite is converted into a Godot Animation
that is available in the AnimationPlayer
.
From within the Godot editor, one can now also add other tracks to the animation, e.g. function-call tracks or hitbox-transform tracks, which isn't possible with AnimatedSprite animations.
When importing a JSON formatted file from an Aseprite animation in Godot, I get the following node tree created:
That means the images I had are all in one sprite (horizontally aligned), in the Sprite node.
Is it what is supposed to happen? If yes, how do I get/access the individual sprites? When I do it by hand (saving a .PNG file for each sprite), I create an AnimatedSprite which gives me all the sprites in one place to choose.