animate-frames is a workflow tool for converting sprite frames into a spritesheet and animate compatible metadata files.
Usage:
animate-frames [--animation <key> <frame0.png> <frame1.png> ...] [--image <spritesheet.png>] [--metadata <target.json>] [--fps <int>] [--yaml]
Example:
animate-frames \
--animation Idle idle_0000.png idle_0001.png idle_0002.png \
--animation Walk walk_0000.png walk_0001.png walk_0002.png \
--spritesheet sprite.png \
--metadata sprite.yaml \
--image "path/to/sprite.png" \
[--fps 60] \ # default: 24fps
[--yaml] # default is JSON
Workflow
This is an example workflow using Krita and animate to create sprites iteratively.
Krita
Krita is a professional level, digital painting program. It's also open source and works wonderfully with a wacom drawing tablet. Most importantly, it allows for drawing animation with onion skinning.
Here are the example stick figure animations -- walk and dance.
Generate individual animation frames
In order to represent the animation, each project file will render as frames with a postfix'ed number.
Don't forget to change the basename.
Now, there's a folder with all the frames.
Notice that there are duplicates of frames. This is because each frame implictly attaches a unit of time. In this case, one frame lasts for 1/24th second.
Use animate-frames for spritesheet and metadata file
Removing frame duplication, composing a spritesheet, and inferring metadata is the core of what animate-frames does.
What cannot be inferred are required as arguments.
Here's the script the find frames then generate the spritesheet and metadata files.
#! /bin/sh match() { echo `find ./ -name "$1" -print0 | xargs -0 ls` } walk=$(match "walk_*.png") dance=$(match "dance_*.png") animate-frames \ --spritesheet figure.png \ --image "data/figure.png" \ --metadata figure.yaml \ --animation Walk $walk \ --animation Dance $dance \ --yaml \ # JSON is default --fps 24
Generated files
A clip describes area of each frame on the spritesheet. An animation is defined by a list of the clip indices and delays (in seconds).
image: "data/figure.png" alpha: null clips: - [0, 0, 91, 135, 58, 80] # 0 - [91, 0, 87, 135, 52, 78] # 1 - [178, 0, 86, 134, 53, 76] # 2 - [264, 0, 96, 131, 69, 75] # 3 - [0, 135, 77, 135, 60, 78] # 4 - [77, 135, 79, 131, 66, 74] # 5 - [156, 135, 79, 130, 67, 74] # 6 - [235, 135, 86, 132, 60, 75] # 7 - [0, 270, 44, 143, 26, 86] # 8 - [44, 270, 40, 139, 19, 81] # 9 - [84, 270, 61, 141, 38, 83] # 10 - [145, 270, 71, 137, 41, 81] # 11 - [216, 270, 53, 139, 29, 84] # 12 - [269, 270, 44, 137, 27, 83] # 13 - [0, 413, 61, 139, 37, 83] # 14 - [61, 413, 63, 141, 35, 84] # 15 animations: "Dance": - [0, 0.2083] - [1, 0.2083] - [2, 0.2083] - [3, 0.2083] - [4, 0.2083] - [5, 0.2083] - [6, 0.2083] - [7, 0.2083] "Walk": - [8, 0.2083] - [9, 0.2083] - [10, 0.2083] - [11, 0.2083] - [12, 0.2083] - [13, 0.2083] - [14, 0.2083] - [15, 0.2083]
All the frames are collapsed into one spritesheet.
Preview animation
Use animate-preview to preview the generated spritesheet and metadata files.
animate-preview --target figure.yaml --image figure.png --high-dpi --watch
Build into game
When building a game, you'll want to use the animate and animate-sdl2 libraries to load and draw the sprites. The animate has functions to load the generated files.






